Healer Profession in Pondera | World Anvil

Healer

Mechanics

Healer Level Up Benefits

Preferred Stats: Charisma, Wisdom, Constitution.
Starting Gold: 4d4x10; or by level.
HP: (3+Con Mod)*level.
Starting Age: Advanced


LevelSpecial
1stHealing Hands
2ndSkill Focus (Heal), Cleanse Fear
3rdCleanse Paralysis
4thCleanse Poison, Healers Blessing
5thCleanse Disease
6thReserves of Health
7thHealing Mastery
8thEffortless Healing, Healers Blessing
9thCleanse Curse
10thPostpone Death
11thCleanse Petrification
12thProject Healing, Healers Blessing
13thCleanse Spirit
14thRapid Cleanse
15thRestore Limb
16thCleanse Form, Healers Blessing
17thHealing Grand Mastery
18th
19th
20thCapstone, Healers Blessing

Healer Spells Per Day


SpellsPerDay
Level01st2nd3rd4th5th6th7th8th9th
1st53--------
2nd64--------
3rd65--------
4th663-------
5th664-------
6th6663------
7th6664------
8th66653-----
9th66664-----
10th666653----
11th666664----
12th6666653---
13th6666664---
14th66666653--
15th66666664--
16th666666653-
17th666666664-
18th6666666653
19th6666666664
20th6666666666

Class Skills: Concentration (Con), Craft (Int), Heal (Wis), Handle Animal (Cha), Knowledge (Nature, Religion) (Int), Magicraft (Int), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), and Survival (Wis)

Chosen Skills: 4 + Int Modifier

Base Attack Bonus: Poor

Saves: Fortitude (Good), Reflex (Poor), Will (Good)

Weapon and Armor Proficiency: Healers are proficient with all simple weaopns, light armor and light shields.

Spells: A healer casts divine spells and automatically knows all spells available to them, casting them spontaneously. To learn/cast spells, the healer must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a Healers spell is the Healers Charisma score + the spell level + other modifiers.

Like other spellcasters, Healers can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the per day table above. In addition, they receive bonus spells per day if they have a high Charisma score.

Healing Hands (Ex):Whenever a healer casts a spell that cures hit point damage, they add their Charisma bonus to the amount healed. If the healing lasts for multiple rounds, it only applies to the first round. If the spell can also be used to harm undead, the bonus is added to the damage dealt as well. This ability only works on spells cast as a healer, not to those cast from any other class the healer might also have access to.

Skill Focus (Heal): At 2nd level, gain the Skill Focus (Heal) Feat. If you already have this feat, gain another feat instead.

Cleanse Fear (Su): At 2nd level, at will, you may choose a creature within 30 feet. As a standard action, you may remove all fear effects from the creature.

Cleanse Paralysis (Su): At 3rd level, at will, as a standard action, you may touch a creature afflicted by paralysis. That creature has all paralysis effects removed.

Healers Blessing (Su): At 4th level, and every 4 levels therafter, a healer is able to learn one of the blessings listed below. No blessing may be chosen more than once. Unless otherwise noted, a blessing is a standard action that does not provoke AoO.

A healer can use any blessing they know at will. All blessings are magical and a healer cannot use them in an antimagic field.
Redirection: As an immediate action, a healer can draw an magical effect from an ally by drawing it to herself. If a healer succeeds on a saving throw against a spell and their ally fails, they can choose to instead fail the saving throw and allow the ally to reroll the save.
Shield: A healer can use the aid another action to increase their ally’s AC from a distance of 30 feet.
Stabilization: As a free action, a healer can stabilize an ally within 30 feet.
Transference: A healer can transfer a held charge for a cure spell to an ally. As part of the same standard action as casting a spell, the healer can allow an adjacent ally to hold the charge instead of herself. That ally can then touch a target to cast the spell. This follows the same rules for holding a charge. The healer can cast another spell while the ally is holding the charge for their cure spell. Once a healer has transferred a charge to an ally, they cannot transfer another charge to the same ally for 24 hours.
Ward: A healer can touch an ally to give them temporary resistance against an energy type of the healers choice. This resistance lasts for one minute or until it prevents an amount of damage equal to the healer’s class level. The healer can choose a different energy type each time she uses this blessing.

Cleanse Poison (Su):At 4th level, a healer can purify poisons with a touch. They may use this ability once per day, plus their Wisdom bonus, if any. They gains an additional use per day every 5 levels thereafter.

Cleanse Disease (Su):At 5th level, a healer can nullify disease with a touch. They may use this a nuber of times per day equal to their Wisdom bonus.

Reserves of Health (Su): At 6th level, a healer's spells that restore hit points can now overcharge the recipient. Any healing from a spell cast by a healer, and not from any other class she may have, in excess of the creature's maximum hit points is converted into temporary HP for it. Temorary HP does not stack, and overwrites any previous total if higher.
Temporary HP from Reserves of Health last for up to 1 hour.
Healing Mastery (Ex):A healer of at least 7th level has increased her mastery over healing such that she can boost spells of the healing subschool heal an extra 50% more hit points. This also increases any damage dealt to undead by a like amount. This ability only works on spells cast as a healer, not to those cast from any other class the healer might also have access to. This ability can be used three times per day, plus the healer's Wisdom bonus, if any.
Effortless Healing (Ex): At 8th level, a healer is now so skilled at casting spells of the healing subschool that they do not provoke AoO when doing so. This only applies to such spells cast as a healer and not from any other class.
Cleanse Curse (Su): At 9th level, a healer can start removing curses with a touch. They may use this once per day.
Postpone Death (Su): At 10th level, a healer can, as an immediate action, postpone any effect, other than hit point loss, that would kill another creature. The target must be within 60 feet of the healer and be about to die. The effect is suspended for 1 round for every 2 levels of the healer, allowing the creature to act normally for that time, and perhaps allow the healer to undo the effect or immunize the creature somehow. Once the delay is over, the effect, if it has not been dispelled or otherwise countered, takes its full effect. This ability can be used twice per day, plus the healer's Wisdom bonus.
Cleanse Petrification (Su): At 11th level, a healer can restore a creature that has been turned into a statue. With a touch as a standard action, the healer removes any effect that changes the target's composition into an inert material, such as Flesh to Stone. It does not affect spells of the polymorph subschool, however. The Healer may use this ability thrice per day.
Project Healing (Ex): at 12th level, a healer is now able to cast their healing spells at range. All spells of the healing subschool with a range of touch now have a range of Close (25 feet plus 5 feet per 2 caster levels). This only applies to spells cast as a healer and not from any other class. If the target is unwilling, the healer needs to succeed on a ranged touch attack in order to deliver the spell.
Cleanse Spirit (Su): A healer that has reached 13th level can now restore a creature with a touch, as the spell Greater Restoration, as a standard action. They may do this once per day.
Rapid Cleanse (Ex): At 14th level, a healer can choose to use any of their class abilities with Cleanse in the name as a swift action instead. She may do this 3/day + her Wisdom modifier, if any.
Restore Limb (Su): At 15th level, a healer gains the ability to Regenerate a creature with a touch, just as the spell, as a standard action. They can do this once per day.
Cleanse Form (Su): At 16th level, a healer can restore a creature to its original form. With a touch, they remove all polymorph effects from a creature, or force a shapeshifter back to its natural form. Shapeshifters cannot use their ability to change shape again for one minute per level of the healer. The healer may use this ability a number of times per day equal to their Wisdom bonus.
Healing Grand Mastery (Ex): At 17th level, the bonus from healing mastery is improved to +100%, doubling the normal healing effects.

Capstone: Upon reaching 20th level, a healer may choose their capstone. They gain the ability to bring two creatures back from the dead. There is no time limit, nor does there need to be a physical body. The first one works as normal, however, the second time that a healer does so, they must give up their own life instead, and cannot be brought back short of a wish or miracle.

2nd. All healing spells gain an additional 50% boost to healing capabilities.

Or finally, become a paragon of your beliefs, and become an outsider of the type matching their beliefs, a fly speed with wings of that belief equal to your land speed, and become permanently affected by the Translator & Aspectamedi spells.

Alternate Class Features

Healers Blessing

Advanced Learning

By removing the ability to gain healers blessings, you have instead chosen the path of the battlefield healer. At 4th level, and every four levels thereafter, a healer can add a new spell to their list, representing the result of personal study. The spell must be a Cleric spell of a level no higher than one they already know. If it is from either the Conjuration or Abjuration school, they gain it at the same level that clerics know it at, otherwise the spell is one level higher for the healer. Once a new spell is selected, it is forever added to that healer's spell list and can be cast just like any other spell on their list.

Animal Companion (Ex)

By removing the ability to gain Healers blessing, you have instead chosen the path of the wild. Starting at 4th level, gain an animal companion as if you were a Druid of 1/2 of your healer level. This effect stacks with any other animal companion class features to determine an animal companion.
Additionally, you must take the Oath of the Druid. "Never shall I wear the fabrics of metal."
 

Operations

Provided Services

Like other spellcasting professions, Healers are highly sought after for their spellcasting capabilities.

3rd Level Spells


6th Level Spells


9th Level Spells

1st Level Spells

Aspectamedi

4th Level Spells


7th Level Spells

2nd Level Spells


5th Level Spells


8th Level Spells

Type
Medical

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