Spirit Healer

Not all inhabitants of the Dreaming are demonic. Many are benevolent beings consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party.

## Class Features

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

##### Hit Points

* **Hit Dice:** 1d6 per spirit healer level
* **Hit Points at 1st Level:** 6 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per spirit healer level after 1st

##### Proficiencies

* **Armor:** None
* **Weapons:** Staffs
* **Tools:** Herblism kit, medicine kit
* **Saving Throws:** Charisma, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

##### Equipment

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

* Your personal mage's staff (quarterstaff)
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

### Spellcasting

Born a mage, your connection to the Dreaming allows you to tap into its power. You have trained in the art of healing magic, drawing from spirits of compassion and faith in order to cast spirit healer spells.

### Cantrips

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

### Spell Slots

The Spirit Healer table shows how many spell slots you have to cast your spells of lst 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 spirit healer spells that are available for you to cast, choosing from the spirit healer spell list. When you do so, choose a number of spirit healer spells equal to your Charisma modifier + your Spirit 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 Spirit Healer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six 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 Spirit Healer spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

### Spellcasting Ability

Charisma is your spellcasting ability for your spirit healer spells. The power of your spells comes from your connection to benevolent spirits of the Dreaming and the empathic understanding it takes to guide them. You use your Charisma whenever a spirit healer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spirit 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 a spirit healer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Spellcasting Focus

Your mage's staff acts as a spellcasting focus for your spirit healer spells.

### Arcane Recovery

You have learned to regain some of your magical energy by communing with spirits. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Spirit Healer level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Spirit Healer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

### Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Spirit Healer level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead.

If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

### 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.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

### Potent Spellcasting

Starting at 9th level, you add your Charisma modifier to the damage you deal with any cantrip.

### Spiritual Intervention

Beginning at 10th level, you can cast your mind into the Dreaming to ask benevolent spirits to intervene on your behalf when your need is great.

Breaching the Veil in this manner requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your spirit healer level, a spirit from the Dreaming intervenes. The DM chooses the nature of the intervention; on a success, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

### Corporeal Spirit

Starting at 14th level, you are bound close enough to the healing spirits you have been invoking that your body itself has become healthier and stronger due to acting as a conduit for them. Your hit dice are changed to d8s, and you may re-roll your health to match.

### Supreme Healing

Starting at 17th 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.

### Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spirit healer spell and a 2nd-level spirit healer spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending a short rest in study, you can exchange one or both of the spells you chose for different spells of the same levels.

### Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spirit healer spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.