Warriors Adventure Game 3.5e
Healer Class
Alignment
Any.
Hit Dice
1d8
Class Skills
The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft: Alchemy (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Herb, Geography, & Nature (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level
(6 + Int modifier) × 4
Skill Points at Each Additional Level
6 + Int modifier
Healer Class Table
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Animal Companion |
| 2nd | +1 | +0 | +0 | +3 | ─ |
| 3rd | +1 | +1 | +1 | +3 | ─ |
| 4th | +2 | +1 | +1 | +4 | ─ |
| 5th | +2 | +1 | +1 | +4 | ─ |
| 6th | +3 | +2 | +2 | +5 | Remove Disease 1/week |
| 7th | +3 | +2 | +2 | +5 | ─ |
| 8th | +4 | +2 | +2 | +6 | ─ |
| 9th | +4 | +3 | +3 | +6 | Remove Disease 2/week |
| 10th | +5 | +3 | +3 | +7 | ─ |
| 11th | +5 | +3 | +3 | +7 | ─ |
| 12th | +6/+1 | +4 | +4 | +8 | Remove Disease 3/week |
| 13th | +6/+1 | +4 | +4 | +8 | ─ |
| 14th | +7/+2 | +4 | +4 | +9 | ─ |
| 15th | +7/+2 | +5 | +5 | +9 | Remove Disease 4/week |
| 16th | +8/+3 | +5 | +5 | +10 | ─ |
| 17th | +8/+3 | +5 | +5 | +10 | ─ |
| 18th | +9/+4 | +6 | +6 | +11 | Remove Disease 5/week |
| 19th | +9/+4 | +6 | +6 | +11 | ─ |
| 20th | +10/+5 | +6 | +6 | +12 | ─ |
Healer Spells per Day
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 5 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 2nd | 6 | 4 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 3rd | 6 | 5 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 4th | 6 | 6 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 5th | 6 | 6 | 4 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 6th | 6 | 6 | 5 | 3 | ─ | ─ | ─ | ─ | ─ | ─ |
| 7th | 6 | 6 | 6 | 4 | ─ | ─ | ─ | ─ | ─ | ─ |
| 8th | 6 | 6 | 6 | 5 | 3 | ─ | ─ | ─ | ─ | ─ |
| 9th | 6 | 6 | 6 | 6 | 4 | ─ | ─ | ─ | ─ | ─ |
| 10th | 6 | 6 | 6 | 6 | 5 | 3 | ─ | ─ | ─ | ─ |
| 11th | 6 | 6 | 6 | 6 | 6 | 4 | ─ | ─ | ─ | ─ |
| 12th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ─ | ─ | ─ |
| 13th | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ─ | ─ | ─ |
| 14th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ─ | ─ |
| 15th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ─ | ─ |
| 16th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ─ |
| 17th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ─ |
| 18th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Spells
A healer casts arcane spells which are drawn from the healer spell list. A healer must choose and prepare their spells ahead of time.
To prepare or cast a spell, the healer must have an Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Intelligence modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Healer Spells per Day. In addition, they receive bonus spells per day if they have a high Intelligence score.
At each new healer level, they gain one or more new spells, as indicated on Table: Healer Spells Known. Unlike spells per day, the number of spells a healer knows is not affected by their Intelligence score; the numbers on Table: Healer Spells Known are fixed.
Healer Spells Known
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 4 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 2nd | 5 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 3rd | 5 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 4th | 6 | 3 | 1 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 5th | 6 | 4 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 6th | 7 | 4 | 2 | 1 | ─ | ─ | ─ | ─ | ─ | ─ |
| 7th | 7 | 5 | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ |
| 8th | 8 | 5 | 3 | 2 | 1 | ─ | ─ | ─ | ─ | ─ |
| 9th | 8 | 5 | 4 | 3 | 2 | ─ | ─ | ─ | ─ | ─ |
| 10th | 9 | 5 | 4 | 4 | 2 | 1 | ─ | ─ | ─ | ─ |
| 11th | 9 | 5 | 5 | 4 | 3 | 2 | ─ | ─ | ─ | ─ |
| 12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | ─ | ─ | ─ |
| 13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | ─ | ─ | ─ |
| 14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | ─ | ─ |
| 15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | ─ | ─ |
| 16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | ─ |
| 17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | ─ |
| 18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
| 19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
These new spells can be common spells chosen from the healer spell list, or they can be unusual spells that the healer has gained some understanding of by study. The healer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered healer level after that (6th, 8th, and so on), a healer can choose to learn a new spell in place of one they already know. In effect, the healer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level healer spell the healer can cast. A healer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
Healer Spell List
0 Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
1st Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
2nd Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
3rd Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
4th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
5th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
6th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
7th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
8th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
9th Level Healer Spells
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
- TBA
Class Features
Weapon and Armor Proficiency
Healers are proficient with all simple weapons. They are not proficient with any type of armor. Armor of any type interferes with a healer’s gestures, which can cause their spells with somatic components to fail.
Animal Companion (Ex)
A healer may begin play with an animal companion selected from the following list: insect (like beetles), spider, mouse, rabbit, small bird (like small owls, crows, ect), frog/toad, small snake, lizard, and any other small animal. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: small fish and squid. This animal is a loyal companion that accompanies the healer on their adventures as appropriate for its kind.
A 1st-level healers’s companion is completely typical for its kind except as noted below. As a healer advances in level, the animal’s power increases as shown on the table. If a healer releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
Remove Disease (Sp)
At 6th level, a healer can produce a remove disease effect, as the spell, once per week. They can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Animal Companion Bonuses
| Class Level | Bonus Hit Dice | Natural Armor Adjustment | Str/Dex Adjustment | Bonus Tricks | Special |
|---|---|---|---|---|---|
| 1st-2nd | 0 | 0 | +0 | 1 | Link, Share Spells |
| 3rd-5th | +2 | +2 | +1 | 2 | Evasion |
| 6th-8th | +4 | +4 | +2 | 3 | Devotion |
| 9th-11th | +6 | +6 | +3 | 4 | Multiattack |
| 12th-14th | +8 | +8 | +4 | 5 | ─ |
| 15th-17th | +10 | +10 | +5 | 6 | Improved Evasion |
| 18th-20th | +12 | +12 | +6 | 7 | ─ |
Animal Companion Saves
| Level | Fort Save | Ref Save | Level | Fort Save | Ref Save |
|---|---|---|---|---|---|
| 1st | +2 | +2 | 11th | +7 | +7 |
| 2nd | +3 | +3 | 12th | +8 | +8 |
| 3rd | +3 | +3 | 13th | +8 | +8 |
| 4th | +4 | +4 | 14th | +9 | +9 |
| 5th | +4 | +4 | 15th | +9 | +9 |
| 6th | +5 | +5 | 16th | +10 | +10 |
| 7th | +5 | +5 | 17th | +10 | +10 |
| 8th | +6 | +6 | 18th | +11 | +11 |
| 9th | +6 | +6 | 19th | +11 | +11 |
| 10th | +7 | +7 | 20th | +12 | +12 |
Class Level
The character’s healer level. The healer’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities.
Bonus Hit Dice
Extra Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a healer of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adjustment
The number on the table is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adjustment
Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the healer might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The healer selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex)
A healer can handle their animal companion as a free action, or push it as a move action, even if they don’t have any ranks in the Handle Animal skill. The healer gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
At the healer’s option, they may have any spell (but not any spell-like ability) they cast upon themself also affect their animal companion. The animal companion must be within 5 feet of them at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the healer before the duration expires.
Additionally, the healer may cast a spell with a target of "You" on their animal companion (as a touch range spell) instead of on themself. A healer and their animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Warriors Adventure Game 3.5e
Lily's Bites
This is a homebrew of D&D 3.5e, falling under the OGL. This is not official from Wizards of the Coast.
Dungeons and Dragons, as well as the d20 system, is property of Wizards of the Coast.
Warriors is property of Erin Hunter.
This supplement is a fan project to recreate the Warriors Adventure Game, but as a supplement to the 3.5th edition of Dungeons and Dragons.
This is only a single class document and not a full supplement. A full supplement will be released in the future.
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