Healer (class)

## Healer

A cleric, but one who uses technology and techniques to save lives.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Anatomy, Science, Navigation, Persuasion, Perception, Manual Dexterity.

**2nd Level**

**Healer Shield**: you can give a creature a healing shield, which increases AC by 1 and causes them to heal 1d4 for 1 minute. Requires melee range to use.

**3rd Level**

**Mend**: You have advantage to roll to heal creatures, or even fix objects.

**4th Level**

Ability score Improvement: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

**Passive Bandage**: once per long rest, for 1 day, you can give a creature a bandage which heals wounds over time, healing 1d4 every turn. Only works in combat.

**6th Level**

**Healer Shield**: increases passive healing to 2d4.

**7th Level**

**Technologically Proficient**: you are proficient with any healing technology.

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**Passive Bandage**: increases healing to 2d4.

**10th Level**

You can gain additional proficiencies, three of your choice.

**11th Level**

**Healer Shield**: increases passive healing to 3d4, and increases AC bonus to +2.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

**Passive Bandage**: increases healing to 3d4.

**14th Level**

**Resistance Meds**: once per long rest, you can give any creature a resistance to any damage type.

**15th Level**

You gain mastery at anatomy.

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

**Healer Shield**: increases passive healing to 4d4, and increases AC bonus to +3.

**18th Level**

Passive Bandage: increases healing to 4d4.

**19th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**20th Level**

**Master Bandage**: once per long rest, you can give a bandage which increases AC by 1, and grants a passive 5d8 healing every round, only works in combat. This is separate from the Passive Bandage.

**21st Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**22nd Level**

**Doctor**: you gain mastery in science and manual dexterity. You have advantage on all anatomy checks to heal, and anatomy check healing is increased by 3d12.

**23rd Level**

**Passive Regeneration**: your character automatically heals 1d4 health every turn in combat, and out of combat automatically is replenished to full hp after an hour. All other regeneration effects are increased by 1d4 hp.

**24th Level**

**Undying Treatment**: once per long rest, you may make a dc 25 anatomy check on an injured creature. On a success, the creature gains advantage on their death saves; If a hit would have reduced them to zero if they were above 15% hp, they survive it on one hp. The creature also gains a 1d4/round regeneration bonus for the next minute, and resistance to one physical damage type of your choice.

**25th Level**

**Ultimate Healer**: every ally within 90ft of you heals 1d20 health every turn. Every enemy within 90ft of you takes 1d20 light damage every turn. You can use a bonus action to disable or reenable this effect.