True Healer

by Anarchyfiend

Search GM Binder Visit User Profile

The True Healer

This class has a simple yet complex job. Make sure no one dies.

A Kind Soul

You are a pure healer that trades any ability to do damage for insane healing capabilities.

Creating A True Healer


Quick Build

You can make a True Healer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the Hermit background.


The True Healer
Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Devoted Healer, Skilled Caster, Overheal 3 2
2nd +2 Power Heal, Power to Life 3 3
3rd +2 True Healer Archetype, Max Heal 3 4 2
4th +2 Ability Score Improvement, Aura of Healing 4 4 3
5th +3 Healing Specialist 4 4 3 2
6th +3 True Healer Archetype feature, Minimize, Maximize 4 4 3 3
7th +3 Immunity 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 True Healer Archetype feature, Beacon 4 4 3 3 3 1
10th +4 Push Together, Pull Away 5 4 3 3 3 2
11th +4 Out of Danger 5 4 3 3 3 2 1
12th +4 Ability Score Improvement, True Healer Archetype feature 5 4 3 3 3 2 1
13th +5 Nobody Hurts My Friends 5 4 3 3 3 2 1 1
14th +5 Pacify 5 4 3 3 3 2 1 1
15th +5 True Healer Archetype feature, Shield 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Sacred Ground 5 4 3 3 3 2 1 1 1 1
18th +6 True Healer Archetype feature, Mass heal, Undying 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Always Empowered 5 4 3 3 3 3 2 2 1 1

Class Features

As a true healer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per true healer level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per true healer level after 1st

Proficiencies


  • Armour: None
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • Saving Throws: Charisma, Dexterity, Wisdom, Intelligence, Constitution, and Strength
  • Skills: Choose four from Persuasion, Animal Handling, Medicine, Nature, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Herbalism kit
  • Healer's kit
  • 7d4x10 gold

Alternatively, you may start with 10d4 × 10 gp to buy your own equipment.

Multiclassing

 

Prerequisites. To qualify for multiclassing into the true healer class, you must meet these prerequisites: You must have proficiency in medicine.

Proficiencies. When you multiclass into the true healer class, you gain the following proficiencies: Herbalism kit, and all saving throws.


Devoted Healer

At 1st level, a true healer takes the Oath of Vulnerability. You were a prodigy of magic and could have gone far no matter what magic you chose to follow, but due to a scaring event, you are unable to hurt creatures anymore. You may learn any spell, but it must not cause damage or cause a saving throw. This Oath requires them to be prone to the possibility of injury themselves to more fully empathize with those in their care in doing so by not wearing metal armor or using a shield. A True Healer who uses metal armor or shields, even if proficient, is unable to cast spells granted by the spellcasting feature or abilities of the True Healer Class for 24 hours during and until after all the metal armor and/or shield is taken off. There is no penalty for using a simple weapon, made of metal or otherwise. As Part of a True Healer's Vow, they are forbidden from attempting to kill a foe, even in self-defense. They may, however, choose to inflict nonlethal damage if forced to defend themselves. They are idealists who happen to be ill-prepared for the perils of combat. You are also a frequent user of divine magic and a user of protection spells. You can use your action to sense the motives of creatures within a 60-foot radius. You can use this feature a number of times equal to your Wisdom Modifier + Intelligence Modifier + proficiency bonus per long rest. You may also attune to creatures friendly to you as one would a magic item by spending a short rest strengthening your bond with them. Attunement ends if the creature dies or is no longer friendly to you.

Spellcasting

Cantrips. At 1st level, you know three cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the True Healer table.

Preparing and Casting Spells. The True Healer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from any spell list. When you do so, choose a number of spells equal to your Wisdom modifier + Intelligence modifier + your true healer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level true healer you have four 1st-level and two 2nd-level spell slots. With a Wisdom and Intelligence of 16, your list of prepared spells can include nine spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Wisdom and Intelligence is your spellcasting ability for your spells. The power of your spells comes from your devotion to your oath. You use your Wisdom and Intelligence whenever a spell refers to your spellcasting ability.

Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your spells.

Skilled Caster

At 1st level you may add both your Wisdom modifier and Intelligence modifier to your spellcasting on top of your proficiency bonus. You may also cast cure wounds and healing word at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal, and additionally you can cast both as a bonus action. Your healing will also work on undead and constructs. You always know how allies you have attuned to are feeling at all times.

Overheal

Also at 1st level, you have become adept at not wasting your healing power. Any additional hit points you restore over an allies hit point maximum become stored as temporary hit points for 10 minutes.

Power Heal

Starting at 2nd level, you have finally realized the true power of your healing abilities. When you heal a target ally you are attuned to, they feel empowered and if their next attack hits they may roll all of the attack's damage dice twice and add them together, also if the target would score a critical hit double the damage.

Power of Life

At 2nd level, you grant all creatures you are attuned to the ability to gain temporary hit points equal to half the amount of damage dealt, after 10 minutes any remaining temporary hit points are lost.

True Healer Archetype

When you reach 3rd level, you may choose your True Healer Archetype from the Savior or the Martyr.

Max Heal

Starting at 3rd level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aura of Healing

At 4th level you have become so adept at the healing arts you now naturally empower people near you. At the beginning of each day roll a 1d20 and every allied creature within 30 feet of you, gains the result of the roll in temporary hit points. These hit points can be regained by focusing on a single target for 30 seconds restoring them to the max the die had given.

Healing Specialist

At 5th level, you have already mastered the art of healing, but now you take it even further. You double the amount of healing you would normally restore. This increases to triple at level 8, quadruple at level 12, and quintuple at level 16.

Minimize

When you reach 6th level, you have harnessed your power to protect others well. As a reaction, when your ally would normally receive damage from a dice roll of one or more, you lower the die rolls to the lowest number possible.

Maximize

Also at 6th level, you have harnessed your power to empower allies. As a bonus action, when your ally would normally roll one or more dice to deal damage, they instead use the highest number possible for each die.

Immunity

At 7th level, you have pushed your healing past the boundaries of what is possible. When you heal a target you are attuned to, they are immune to all damage until the start of your next turn.

Beacon

At 9th level, as an action you kneel down to pray, channeling the power you hold within. As long as your concentration (as if concentrating on a spell) is unbroken all allies score a critical hit on a roll of 1-20, when they would normally roll one or more dice to deal damage, they instead use the highest number possible for each die and roll 1d20. If the roll is above 10 then they multiply the total damage by 2.

Push Together

When you reach 10th level, as a bonus action you may use half of your movement speed to teleport next to any ally you have attuned to, regardless of distance.

Pull Away

Also at 10th level, as an action you may target one willing creature and teleport them up to 30 feet to an unoccupied space that you can see.

Out of danger

At 11th level, as an action you may teleport yourself and a willing creature up to 60 feet to an unoccupied space that you can see.


Nobody Hurts My Friends

At 13th level, any damage that any of the creatures you have attuned to receives, is reduced by 200.

Pacify

When you reach 14th level, you gain the ability as an action to force all creatures fighting to stop fighting or become pacified and have them sit down and talk with your side. Once you use this feature, it can't be used again until the next dawn.

Shield

Starting at 15th level, Your kindness affects creatures that are hostile to you in weird ways. As an action you may expend a charge of this ability to make a 20-foot long, 5 feet wide wall in front of you that people with hostile intent cannot pass through for 1 hour. This ability has 4 charges and recharges daily at dawn.

Sacred Ground

When you reach 17th level, you may as an action form an area with a radius of 100 feet around you until dispelled. All allies inside of this area gain advantage on all attacks, they score a critical hit on a roll of 10-20, regain 2d100 hit points, and add +20 to all damage dealt. Any enemies inside of the circle gain disadvantage on all attacks, a -13 penalty to AC, the damage enemies deal is reduced by the amount healed, and -10 to attack rolls. This ability is stored as a charge and must be recharged by spending 2 hours focusing on your spellcasting focus. You may hold up to 3 charges this way.

Mass Heal

At 18th level, when you heal a single target you may heal any number of allies in a 20-foot radius centered around you, equal to the total hit points regained.

Undying

Starting at 18th level, Death can not approach your group when you are around. Any ally you have attuned to automatically succeed on all saving throws, cannot take damage more than triple their hit point maximum, will take no negative effects from what caused the throw, will regain all of their hit points at the beginning of every turn, the maximum number of temporary hit points an ally has will be regained at the beginning of every turn, and they automatically succeed on all death saving throws and if they are knocked unconscious they may spend hit die to regain hit points.

Always Empowered

At 20th level, every attack made by allies you are attuned to have a +20 bonus to their attack rolls, damage dealt is quadrupled, and if they would score a critical hit the damage dealt is multiplied by 40, if they would normally roll one or more dice to deal damage, they instead use the highest number possible for each die, and regain double the damage dealt as temporary hit points given to both you and the attuned ally.

True Healer Archetype

You may choose your True Healer Archetype from the Savior or the Martyr.

True Savior

Last Minute Save

At 3rd level, as a reaction, you may move up to four times your movement speed to any ally that has fallen unconscious. Before damage is further taken you may heal the target back up to 1 hit point and the target gains immunity to all damage for 1 round afterward.

Precious charm

Also at 3rd level, a charm appears in your equipment. The charm can look however you wish it to. This charm only exhibits the following qualities when you are holding or an ally you are attuned to is holding it:

  • Once a day, the holder may focus on the charm for 10 minutes to raise your maximum hit points by 1.
  • You may add a +5 bonus to all saving throws you make. If the total rolled is above 18 then you suffer none of the negative effects.
  • Twice a day when the holder is reduced to 0 hit points but not killed outright, the holder can drop to 1 hit point instead and may spend one Hit Die to heal their self. All enemies within 10 feet of them are pushed back 30 feet.
  • Once a day when you would roll a die you may instead choose to take the highest possible roll on the die.

You may make another charm by gathering 300 gp onto a pile and focus on it for a total of 24 hours. The gold then fuses to form whatever you wish.

Tides of battle

At 6th level, you have learned how to read the way battle flows and are even able to warn people of attacks before they happen. When an attack is made on an ally, you may roll 1d20 and if the result is above 16 you are able to warn the ally about the triggering attack and instead take no damage.

Pro Healer

Starting at 9th level, your heals are more powerful. You now add an additional die and also increase die level by one. For example instead of restoring 1d8 hit points you restore 2d10.

Empowered Charm

At 12th level, the charm that you obtained is now more powerful as your ability increases. If you or an ally that you have attuned to hold the coin then you receive the following effects:

  • Any effects that would restore the holder's hit points double the amount restored.
  • Twice a day, the holder may focus on the charm for 5 minutes to raise your maximum hit points by 10.
  • Any damage that the holder would receive is reduced by 20.
  • You may add an additional +5 bonus to all saving throws made and if the result is above 12 then you do not suffer any negative effects.
  • Twice a day, as a reaction if you would receive damage, you instead gain temporary hit points equal to the total damage.

Messiah

Starting at 15th level, your desire to protect others trumps all other feelings. As an action you may spend 20 of your hit points to grant all allies you are attuned to, immunity to all damage types for three rounds.

Ultimate Savior

At 18th level, as an action you may spend 1 hit point to grant immunity to all damage types and negative effects for 1 minute to all allies in a 100-foot radius centered on you. All allies affected by this aura regain all their hit points and return to life provided that they have been dead no longer than 1 hour.

The Martyr

True Sacrifice

At 3rd level, when an ally would take damage from an attack you may as a reaction take one hit point of damage to instead allow them to take no damage and end the enemy's turn.

More Health

Also at 3rd level, your hit die becomes 1d20 also Your Constitution modifier is now equal to your Intelligence modifier + Wisdom modifier, your hit point maximum changes as well, as though you had these changes from 1st level.

Extreme Martyr

Starting at 9th level, you may spend half of your hit point maximum to revive a person you are thinking of provided that they have been dead no longer than a week. These hit points cannot be restored until you take a long rest.

Full Martyr

At 12th level, you may spend 10 hit points to heal an ally by an amount equal to your hit point maximum.

True Martyr

At level 15, you may reduce yourself to 1 hit point to revive any amount of people you wish. The hit points lost cannot be regained until you take a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.