In the empire of Nerath, only those of noble birth may take the vows required of them to become clerics. Common born citizens and freed slaves who wish to adopt the blessings of the gods may swear sacred vows and take up the healers path. Some few of these, the most dedicated and virtuous, may later even become paladins. The healer class represents one of those citizens of the Nerath that has been blessed by the gods but is not specially trained to fight the enemies of the faith.

Alignment: Any good.

Hit Die: d8.

The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

All of the following are class features of the healer.

Healers have a base attack bonus equal to half their class level, rounded down. For instance, a 3rd level healer has a +1 base attack bonus, a 7th level hear has a +3 base attack bonus, and a 20th level healer has a +10/+5 attack bonus.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.

Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer must choose and prepare her spells in advance (see below).

To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Charisma modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day (see clerics). In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1, page 8 of the Player’s Handbook).

Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare and cast any spell on the healer spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Skill Focus (Heal): A healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Cleanse Paralysis (Su): A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.

Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.

Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.

Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.

Effortless Healing (Ex): At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Unicorn Companion (Ex): When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A healer of 12th level or higher may select from alternative lists of companions (see below). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the healer’s effective level to 0 or lower, she can’t have that creature as a companion.)

Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

12th Level or Higher (Level –4)
16th Level or Higher (Level –8)

Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/ deafness spell.

Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.

Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.

New Limb (Su): At 15th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.

New Life (Su): Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell. This is an exception to the Balancing the Scales house rule.

Ex-Healers: A healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features (except for proficiency with simple weapons and light armor). She cannot thereafter gain levels as a healer until she atones (see the atonement spell description, page 201 of the Player’s Handbook).

Healers choose their spells from the following list.

0 Level: create water, cure minor wounds, deathwatch, detect magic, detect poison, light, 
mending, purify food and drink, read magic.
1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, 
remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove 
blindness/deafness, remove disease, lesser restoration.
3rd Level: create food and water, cure serious wounds, neutralize poison, remove curse, 
restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds,  
5th Level: atonement, break enchantment, mass cure moderate wounds, raise dead, revivify*,  
stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.


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