Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Review my "healer" class, please
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tsyr" data-source="post: 418216" data-attributes="member: 354"><p>I'm working on some new classes for my next campaign... it's set in a world devoid of divine magic (Well... ok, it's not. But divine magic is something completely different, never under the players control.), and I wanted a healer-type class. So I looked at the cleric and stripped out what "didn't fit", then looked at the sorcerer and saw what DID fit, kinda mushed them together... did some more changes besides... and I'm still not quite happy with it. I'm trying to shoot for a fairly focused concept... no random spells "just because". He can heal or harm (Understanding and being able to FIX the body tends to lend itself to being able to do just the opposite), and also tamper to some extend with the mind. No lightning bolts, no summon monsters, etc. Unfortunatly, I think the class needs a bit of spicing up yet, but I'm not sure what to do. </p><p></p><p>For the record, although there are no armour profs with this class, I'm going to be using WoT defense bonuses, and this class is going to get a good one, to try to put it back on-par with a cleric in that regard. I'm also going to make a few new spells and intersperse them into the class, mostly Mind effecting spells... cause paranoia, cure paranoia, cure insanity, etc. Just havn't got around to that yet, so ingore the imbalance of Body spells right now.</p><p></p><p>Anyhow, this is what I have so far: (Hopes it posts right)</p><p></p><p>[code]</p><p>The Healer</p><p></p><p>Healers are arcane spellcasters who deal specificly with manipulating </p><p>the body and, to a lesser extent, the mind of living beings. Healers </p><p>are not priests or clerics, however. They are simply magic users whose </p><p>gift of magic is such that they have a closer connection with things </p><p>mortal and living than with energies arcane and elemental. </p><p></p><p>Hit Dice: d8</p><p>Skill Points: 6</p><p>Class Skills: Alchemy, Concentration, Craft, </p><p> Diplomacy, Gather Information, </p><p> Heal, Listen, Proffession, Search, </p><p> Sense Motive, Spellcraft, Spot</p><p></p><p>Weapons and Armour Proficiency: Healers are proficient with all simple </p><p>weapons</p><p></p><p></p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>----- ------------ ---- ---- ---- -------</p><p>1 +0 +2 +0 +2 Divine Health </p><p>2 +1 +3 +0 +3 </p><p>3 +2 +3 +1 +3 Venom Immunity </p><p>4 +3 +4 +1 +4 </p><p>5 +3 +4 +1 +4 Bonus Feat </p><p>6 +4 +5 +2 +5 </p><p>7 +5 +5 +2 +5 </p><p>8 +6/+1 +6 +2 +6 </p><p>9 +6/+1 +6 +3 +6 </p><p>10 +7/+2 +7 +3 +7 Bonus Feat </p><p>11 +8/+3 +7 +3 +7 </p><p>12 +9/+4 +8 +4 +8 </p><p>13 +9/+4 +8 +4 +8 </p><p>14 +10/+5 +9 +4 +9 </p><p>15 +11/+6/+1 +9 +5 +9 Bonus Feat </p><p>16 +12/+7/+2 +10 +5 +10 </p><p>17 +12/+7/+2 +10 +5 +10 </p><p>18 +13/+8/+3 +11 +6 +11 </p><p>19 +14/+9/+4 +11 +6 +11 </p><p>20 +15/+10/+5 +12 +6 +12 Bonus Feat </p><p></p><p></p><p></p><p> ----------------------Spells per Day-------------------</p><p>Level 0 1 2 3 4 5 6 7 8 9</p><p>----- - - - - - - - - - -</p><p>1 5 3 — — — — — — — —</p><p>2 6 4 — — — — — — — —</p><p>3 6 5 — — — — — — — —</p><p>4 6 6 3 — — — — — — —</p><p>5 6 6 4 — — — — — — —</p><p>6 6 6 5 3 — — — — — —</p><p>7 6 6 6 4 — — — — — —</p><p>8 6 6 6 5 3 — — — — —</p><p>9 6 6 6 6 4 — — — — —</p><p>10 6 6 6 6 5 3 — — — —</p><p>11 6 6 6 6 6 4 — — — —</p><p>12 6 6 6 6 6 5 3 — — —</p><p>13 6 6 6 6 6 6 4 — — —</p><p>14 6 6 6 6 6 6 5 3 — —</p><p>15 6 6 6 6 6 6 6 4 — —</p><p>16 6 6 6 6 6 6 6 5 3 —</p><p>17 6 6 6 6 6 6 6 6 4 —</p><p>18 6 6 6 6 6 6 6 6 5 3</p><p>19 6 6 6 6 6 6 6 6 6 4</p><p>20 6 6 6 6 6 6 6 6 6 6</p><p></p><p> ---------------- Spells Known --------------------------</p><p>Level 0 1 2 3 4 5 6 7 8 9</p><p>----- - - - - - - - - - -</p><p>1 2 2 — — — — — — — —</p><p>2 2 2 — — — — — — — —</p><p>3 2 3 — — — — — — — —</p><p>4 2 3 1 — — — — — — —</p><p>5 2 4 2 — — — — — — —</p><p>6 3 4 2 1 — — — — — —</p><p>7 3 5 3 2 — — — — — —</p><p>8 3 5 3 2 1 — — — — —</p><p>9 3 5 4 3 2 — — — — —</p><p>10 3 5 4 3 2 1 — — — —</p><p>11 4 5 5 4 3 2 — — — —</p><p>12 4 5 5 4 3 2 1 — — —</p><p>13 4 5 5 4 4 3 2 — — —</p><p>14 4 5 5 4 4 3 2 1 — —</p><p>15 4 5 5 4 4 4 3 2 — —</p><p>16 5 5 5 4 4 4 3 2 1 —</p><p>17 5 5 5 4 4 4 3 3 2 —</p><p>18 5 5 5 4 4 4 3 3 2 1</p><p>19 5 5 5 4 4 4 3 3 3 2</p><p>20 5 5 5 4 4 4 3 3 3 2</p><p></p><p></p><p>Spells: A healer casts arcane spells. The number of spells a healer </p><p>knows is not affected by his Charisma bonus. The spells a healer knows </p><p>can be common spells chosen from the healer spell list, or they can </p><p>be unusual spells that the sorcerer has gained some understanding of </p><p>by study.</p><p></p><p>A healer is limited to casting a certain number of spells of each level </p><p>per day, but he need not prepare his spells in advance. The number of </p><p>spells he can cast per day is improved by his bonus spells, if any. </p><p></p><p>A healer may use a higher-level slot to cast a lower-level spell if he </p><p>so chooses. The spell is still treated as its actual level, not the </p><p>level of the slot used to cast it. </p><p></p><p>To learn or cast a spell, a healer must have a Charisma score of at </p><p>least 10 + the spell's level. The Difficulty Class for saving throws </p><p>against healer spells is 10 + the spell's level + the healers's </p><p>Charisma modifier. </p><p></p><p>Spells with the Body (B) descriptor require a heal and knowledge: </p><p>anatomy skill equal to their level to cast, and spells with the Mind </p><p>(M) descriptor require a knowledge: psycology rank equal to their level. </p><p>0 level spells may be cast with no required skill ranks. </p><p></p><p>Divine Health: The healer is immune to disease, both common and magical</p><p></p><p>Venom Immunity: The healer is immune to natural poisons</p><p></p><p>Bonus Feats: At levels 5, 10, 15, and 20 the healer may choose a bonus </p><p>feat from the following list: Endurance, Iron Will, Skill Focus, </p><p>Toughness</p><p></p><p>HEALER SPELLS</p><p></p><p>0-LEVEL HEALER SPELLS </p><p></p><p>Cure Minor Wounds (B)</p><p>Detect Magic </p><p>Detect Poison (B)</p><p>Inflict Minor Wounds (B)</p><p>Purify Food and Drink (B)</p><p>Resistance (B)</p><p>Virtue (B)</p><p> </p><p>1st-LEVEL HEALER SPELLS </p><p></p><p>Bane (M)</p><p>Bless (M)</p><p>Bull's Strength (B)</p><p>Cat's Grace (B)</p><p>Cause Fear (M)</p><p>Cure Light Wounds (B)</p><p>Deathwatch (B)</p><p>Endure Elements (B)</p><p>Inflict Light Wounds (B)</p><p>Ray of Enfeeblement (B)</p><p>Remove Fear (M)</p><p>Sleep (M)</p><p> </p><p>2nd-LEVEL HEALER SPELLS </p><p></p><p>Aid (M)</p><p>Blindness/Deafness (B)</p><p>Calm Emotions (M)</p><p>Cure Moderate Wounds (B)</p><p>Death Knell (B)</p><p>Delay Poison (B)</p><p>Endurance (B)</p><p>Gentle Repose (B)</p><p>Inflict Moderate Wounds (B)</p><p>Lesser Restoration (B)</p><p>Remove Paralysis (B)</p><p>Resist Elements (B)</p><p>Shield Other (B)</p><p> </p><p>3rd-LEVEL HEALER SPELLS </p><p></p><p>Blindness/Deafness (B)</p><p>Contagion (B)</p><p>Cure Serious Wounds (B)</p><p>Inflict Serious Wounds (B)</p><p>Negative Energy Protection (B)</p><p>Protection from Elements (B)</p><p>Remove Blindness/Deafness (B)</p><p>Remove Curse (B)</p><p>Remove Disease (B)</p><p> </p><p>4th-LEVEL HEALER SPELLS </p><p></p><p>Bestow Curse (B)</p><p>Cure Critical Wounds (B)</p><p>Death Ward (B)</p><p>Inflict Critical Wounds (B)</p><p>Neutralize Poison (B)</p><p>Poison Touch (B)</p><p>Restoration (B)</p><p>Status (B)</p><p> </p><p>5th-LEVEL HEALER SPELLS </p><p></p><p>Atonement (M)</p><p>Break Enchantment </p><p>Circle of Doom (B)</p><p>Healing Circle (B)</p><p>Slay Living (B)</p><p>Spell Resistance (B)</p><p> </p><p>6th-LEVEL HEALER SPELLS </p><p></p><p>Antilife Shell (B)</p><p>Harm (B)</p><p>Heal (B)</p><p> </p><p>7th-LEVEL HEALER SPELLS </p><p></p><p>Blasphemy (B)</p><p>Destruction (B)</p><p>Dictum (B)</p><p>Greater Restoration (B)</p><p>Holy Word (B)</p><p>Repulsion (B)</p><p>Word of Chaos (B)</p><p> </p><p>8th-LEVEL HEALER SPELLS </p><p></p><p>Cloak of Chaos (B)</p><p>Holy Aura (B)</p><p>Horrid Wilting (B)</p><p>Mass Heal (B)</p><p>Shield of Law (B)</p><p>Unholy Aura (B)</p><p> </p><p>9th-LEVEL HEALER SPELLS </p><p></p><p>Energy Drain (B)</p><p>Implosion (B)</p><p>Power Word, Kill (B)</p><p>Soul Bind </p><p>Regenerate (B)[/code]</p><p></p><p>Ugg... fixed formating AGAIN...</p></blockquote><p></p>
[QUOTE="Tsyr, post: 418216, member: 354"] I'm working on some new classes for my next campaign... it's set in a world devoid of divine magic (Well... ok, it's not. But divine magic is something completely different, never under the players control.), and I wanted a healer-type class. So I looked at the cleric and stripped out what "didn't fit", then looked at the sorcerer and saw what DID fit, kinda mushed them together... did some more changes besides... and I'm still not quite happy with it. I'm trying to shoot for a fairly focused concept... no random spells "just because". He can heal or harm (Understanding and being able to FIX the body tends to lend itself to being able to do just the opposite), and also tamper to some extend with the mind. No lightning bolts, no summon monsters, etc. Unfortunatly, I think the class needs a bit of spicing up yet, but I'm not sure what to do. For the record, although there are no armour profs with this class, I'm going to be using WoT defense bonuses, and this class is going to get a good one, to try to put it back on-par with a cleric in that regard. I'm also going to make a few new spells and intersperse them into the class, mostly Mind effecting spells... cause paranoia, cure paranoia, cure insanity, etc. Just havn't got around to that yet, so ingore the imbalance of Body spells right now. Anyhow, this is what I have so far: (Hopes it posts right) [code] The Healer Healers are arcane spellcasters who deal specificly with manipulating the body and, to a lesser extent, the mind of living beings. Healers are not priests or clerics, however. They are simply magic users whose gift of magic is such that they have a closer connection with things mortal and living than with energies arcane and elemental. Hit Dice: d8 Skill Points: 6 Class Skills: Alchemy, Concentration, Craft, Diplomacy, Gather Information, Heal, Listen, Proffession, Search, Sense Motive, Spellcraft, Spot Weapons and Armour Proficiency: Healers are proficient with all simple weapons Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +0 +2 +0 +2 Divine Health 2 +1 +3 +0 +3 3 +2 +3 +1 +3 Venom Immunity 4 +3 +4 +1 +4 5 +3 +4 +1 +4 Bonus Feat 6 +4 +5 +2 +5 7 +5 +5 +2 +5 8 +6/+1 +6 +2 +6 9 +6/+1 +6 +3 +6 10 +7/+2 +7 +3 +7 Bonus Feat 11 +8/+3 +7 +3 +7 12 +9/+4 +8 +4 +8 13 +9/+4 +8 +4 +8 14 +10/+5 +9 +4 +9 15 +11/+6/+1 +9 +5 +9 Bonus Feat 16 +12/+7/+2 +10 +5 +10 17 +12/+7/+2 +10 +5 +10 18 +13/+8/+3 +11 +6 +11 19 +14/+9/+4 +11 +6 +11 20 +15/+10/+5 +12 +6 +12 Bonus Feat ----------------------Spells per Day------------------- Level 0 1 2 3 4 5 6 7 8 9 ----- - - - - - - - - - - 1 5 3 — — — — — — — — 2 6 4 — — — — — — — — 3 6 5 — — — — — — — — 4 6 6 3 — — — — — — — 5 6 6 4 — — — — — — — 6 6 6 5 3 — — — — — — 7 6 6 6 4 — — — — — — 8 6 6 6 5 3 — — — — — 9 6 6 6 6 4 — — — — — 10 6 6 6 6 5 3 — — — — 11 6 6 6 6 6 4 — — — — 12 6 6 6 6 6 5 3 — — — 13 6 6 6 6 6 6 4 — — — 14 6 6 6 6 6 6 5 3 — — 15 6 6 6 6 6 6 6 4 — — 16 6 6 6 6 6 6 6 5 3 — 17 6 6 6 6 6 6 6 6 4 — 18 6 6 6 6 6 6 6 6 5 3 19 6 6 6 6 6 6 6 6 6 4 20 6 6 6 6 6 6 6 6 6 6 ---------------- Spells Known -------------------------- Level 0 1 2 3 4 5 6 7 8 9 ----- - - - - - - - - - - 1 2 2 — — — — — — — — 2 2 2 — — — — — — — — 3 2 3 — — — — — — — — 4 2 3 1 — — — — — — — 5 2 4 2 — — — — — — — 6 3 4 2 1 — — — — — — 7 3 5 3 2 — — — — — — 8 3 5 3 2 1 — — — — — 9 3 5 4 3 2 — — — — — 10 3 5 4 3 2 1 — — — — 11 4 5 5 4 3 2 — — — — 12 4 5 5 4 3 2 1 — — — 13 4 5 5 4 4 3 2 — — — 14 4 5 5 4 4 3 2 1 — — 15 4 5 5 4 4 4 3 2 — — 16 5 5 5 4 4 4 3 2 1 — 17 5 5 5 4 4 4 3 3 2 — 18 5 5 5 4 4 4 3 3 2 1 19 5 5 5 4 4 4 3 3 3 2 20 5 5 5 4 4 4 3 3 3 2 Spells: A healer casts arcane spells. The number of spells a healer knows is not affected by his Charisma bonus. The spells a healer knows can be common spells chosen from the healer spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. A healer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. A healer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it. To learn or cast a spell, a healer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against healer spells is 10 + the spell's level + the healers's Charisma modifier. Spells with the Body (B) descriptor require a heal and knowledge: anatomy skill equal to their level to cast, and spells with the Mind (M) descriptor require a knowledge: psycology rank equal to their level. 0 level spells may be cast with no required skill ranks. Divine Health: The healer is immune to disease, both common and magical Venom Immunity: The healer is immune to natural poisons Bonus Feats: At levels 5, 10, 15, and 20 the healer may choose a bonus feat from the following list: Endurance, Iron Will, Skill Focus, Toughness HEALER SPELLS 0-LEVEL HEALER SPELLS Cure Minor Wounds (B) Detect Magic Detect Poison (B) Inflict Minor Wounds (B) Purify Food and Drink (B) Resistance (B) Virtue (B) 1st-LEVEL HEALER SPELLS Bane (M) Bless (M) Bull's Strength (B) Cat's Grace (B) Cause Fear (M) Cure Light Wounds (B) Deathwatch (B) Endure Elements (B) Inflict Light Wounds (B) Ray of Enfeeblement (B) Remove Fear (M) Sleep (M) 2nd-LEVEL HEALER SPELLS Aid (M) Blindness/Deafness (B) Calm Emotions (M) Cure Moderate Wounds (B) Death Knell (B) Delay Poison (B) Endurance (B) Gentle Repose (B) Inflict Moderate Wounds (B) Lesser Restoration (B) Remove Paralysis (B) Resist Elements (B) Shield Other (B) 3rd-LEVEL HEALER SPELLS Blindness/Deafness (B) Contagion (B) Cure Serious Wounds (B) Inflict Serious Wounds (B) Negative Energy Protection (B) Protection from Elements (B) Remove Blindness/Deafness (B) Remove Curse (B) Remove Disease (B) 4th-LEVEL HEALER SPELLS Bestow Curse (B) Cure Critical Wounds (B) Death Ward (B) Inflict Critical Wounds (B) Neutralize Poison (B) Poison Touch (B) Restoration (B) Status (B) 5th-LEVEL HEALER SPELLS Atonement (M) Break Enchantment Circle of Doom (B) Healing Circle (B) Slay Living (B) Spell Resistance (B) 6th-LEVEL HEALER SPELLS Antilife Shell (B) Harm (B) Heal (B) 7th-LEVEL HEALER SPELLS Blasphemy (B) Destruction (B) Dictum (B) Greater Restoration (B) Holy Word (B) Repulsion (B) Word of Chaos (B) 8th-LEVEL HEALER SPELLS Cloak of Chaos (B) Holy Aura (B) Horrid Wilting (B) Mass Heal (B) Shield of Law (B) Unholy Aura (B) 9th-LEVEL HEALER SPELLS Energy Drain (B) Implosion (B) Power Word, Kill (B) Soul Bind Regenerate (B)[/code] Ugg... fixed formating AGAIN... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Review my "healer" class, please
Top