Healer

*Healers focus on healing and supporting others and have themes NOT relating to religion and being a cleric. This is a Parvolon HB class designed so that Clerics can ACTUALLY be CLERICS and NOT HEALERS ALL THE TIME!! Also to make playing the role of a healer more fun :P*

## Class Features

As a Healer you gain the following class features.

Hit Points
**Hit Dice:** 1d8 per Healer level

**Hit Points at 1st Level:** 8 + Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Healer level after 1st

Proficiencies
**Armor:** Light armor

**Weapons:** Simple weapons

**Tools:** Herbalism Kit, Healer's Kit

**Saving Throws:** Constitution, Charisma

**Skills:** Choose two from Animal Handling, History, Insight, Medicine, Persuasion, and Religion

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

* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
* (*a*) a component pouch or (*b*) an arcane focus
* (*a*) a scholar's pack or (*b*) a priest's pack
* Leather armor and any simple weapon.

### Spellcasting

You learn Spells through experience similar to how a Sorcerer gains/Improves their powers.

**Cantrips**

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

**Spell Slots**
The Healer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Healer 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.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

**Spells Known of 1st Level and Higher**

You know two 1st-level spells of your choice from the Healer spell list.

The Spells Known column of the Healer table shows when you learn more Healer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Healer spells you know and replace it with another spell from the Healer spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability**

Charisma is your spellcasting ability for your healer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a healer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

**Ritual Casting**
You can cast an additional healer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

**Spellcasting Focus**

You can use an arcane focus as a spellcasting focus for your healer spells.

### **Adept Healing**

Starting at 1st level, whenever you use a healer spell of 1st level or higher to restore hit points to a creature, the creature regain additional hit points equal to your Charisma modifier.

### **Medical Focus**

Also at 1st level, you gain proficiency in the Medicine skill, and you add twice your proficiency bonus in checks made using this skill. In addition, you can use a Healer's Kit using a bonus action on your turn, instead of an action.

### **Healing Hands**

Starting at 2nd level, You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your healer level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

### Medical Forte

At 3rd Level You choose a type of Medical Forte that you will gain additional abilities/spells from. (See Medical Forte at the bottom of the Page)

* Battle Medic -- The perfect balance between a fighter and healer. But let's be honest all you are gonna do anyway is heal
* Life Thief -- Steals life from their enemies and adds it to their pool of HP, they can transfer this HP directly to their Tm8s (Uses Necrotic Energy to steal, and Radiant Energy to heal)
* Plague Doctor -- Uses diseases to fight foes
* Surgeon -- Shitty at combat but is the godsend of all classes

### Ability Score Increase

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.

### Effortless Healing

At 5th level, you can heal your allies with speed and ease. You can cast spells and abilities that purely restore hit points and spare the dying using a bonus action, instead of an action on your turn. You can use this ability equal to your Charisma modifier. All uses are replenished upon completing a long rest

### Nimble

Starting at Level 6, You are used to running around healing everyone you can, Your Base Speed Increases by 5ft. This increases by another 5ft at level 11 (10ft), level 14 (15ft) and level 18 (20ft)

### Cleansing Touch

Your blessed touch can restore the health of a creature. At 8th level, when you restore hit points to a creature using a Healer spell or feature, you can also end one disease or one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned.

### Renewal

Starting at 10th level, you can cause one creature's limb to regrow, as if you had cast *regenerate*.

In addition, the creature regain a number of hit points equal to twice your level in this class, and the creature regain a number of hit points equal to half your level for each minute over the course of an hour.

### Passive Healing

At 15th level, You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. Additionally if you lose a body part, the missing part regrows and returns to full functionality after 1d6+1 days if you have at least 1 hit point the whole time.

### Resurrection

At 20th level, you can use this power to bring a creature back to life. This works as a *true resurrection* spell, which you can cast once, without spending a spell slot or material components.

Once you use this ability to regenerate a creature, you can't use it again until you finish a long rest. If you use it to resurrect a creature, you can't do it again for the next 7 days.