Healer (fix)

This is an altered version of the Healer class, designed to increase its overall power level and usefulness. The original version of the class can be found in the Miniatures Handbook.

The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with; however, when conflict and all-out warfare occur, they leave misery and pain in their wake that can stagger the imagination. While good-aligned clerics are often called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation.

Not so the healer. Altruistic and empathetic, his purpose in life is to provide protection and comfort, healing all good people who require his aid without concern for their personal beliefs or alliances. With a deep, primal understanding of mortal kind, he can detect and relieve the ailments of others with unparalleled ease – and, by the same token, can relate to even the most savage of animals. Helping without prejudice, his caring and empathy win him countless friends among the wild and civilised alike.


While everyday life holds its fair share of dangers, the life of an adventurer is one potentially lethal encounter after another. Generally, a healer needs no more reason to adventure than the knowledge that his help is needed by the allies of good – whether it means providing aid to a small party of adventurers, a local militia trying to maintain the peace, or a grand army fighting for a just cause. Many healers join a band of adventurers for the sake of travelling – there is no race or society which cannot make use of a healer's talents. Others take up the position of a squire or cohort to a good-aligned warrior, while the more economically-minded offer their services as escorts for those undertaking dangerous missions. In any circumstance, the healer's altruism rarely means that he goes unrewarded; he is duly revered for his abilities, and is expected to ask for some form of payment (or a fair share of any reward that might result from the group's actions) in the interest of furthering his calling.


Healers are masters of curative magic, outpacing even clerics in this regard. This focus comes with a trade-off, of course; the healer's spell list is sharply constrained, completely lacking destructive magic and violent spells. They have some combat capability, for the sake of keeping themselves alive long enough to worry about others; they are familiar with basic weaponry and some armour.


Healers tend toward neutral good more than any other alignment – their inherent altruism and selfless concern for others demands a good alignment. While most healers place the call of healing above either lawfulness or chaos, there are still many who choose to follow either ideal for personal reasons, particularly those who associate with heavily opinionated groups or societies for an extended period of time.


Healers, for the most part, are deeply spiritual but rarely religious. While a cleric's healing powers are generally drawn from a good-aligned deity, the healer draws his power from a more primal force, a sort of collective consciousness and "life force" of the world around them; his spells come not from devotion to the divine powers that be, but rather from the strength of his personal concern for, and faith in, other mortals. Of course, it's not unheard of for a healer to revere a good-aligned deity, especially where he is allied with a group following such a faith.


While a few healers develop their abilities through study and training, the vast majority are simply gifted, their devotion to helping others allowing them unprecedented curative powers; as such, they spring from a wide variety of backgrounds, civilised and uncivilised alike. Most healers fashion themselves as wanderers, going wherever their powers are needed most, as physicians offering aid to a particular society they care for, or as medics in the service of a righteous army.

While healers come from almost every background imaginable, they do tend to be open-minded, caring individuals; healing all allies (regardless of their philosophies) and simultaneously eschewing violent spells requires a certain selflessness and dedication to good. For such mild-mannered people, however, they often possess a surprising inner strength; many an individual has underestimated a healer's courage or willpower. In short, a healer is gentle in his dealings, strong in his faith and ferocious in his loyalty.


The need for healing knows no boundaries – healers include members of all common races. Adventuring healers are most often half-elves, with humans and elves following closely behind; they are less common amongst dwarves, who would rather prevent wounds – by smashing the enemy – than heal them.

Other Classes

The healer is rarely snubbed in any adventuring company; all realise that his presence could be the advantage that enables them to see their next quest through to the end. Healers do sometimes clash with Clerics, however, since these religious individuals have the least need for their abilities (having many similar powers themselves) and usually represent a more dogmatic view of faith and reverence toward the deities.


A healer is easy to spot. He moves about behind an adventuring party or combat unit, applying his divine skills to heal body, mind and soul. After he passes, the wounded press forward with renewed vigour, and the fallen may yet rise again.

THE HEALER Hit dice: {$hitdice}
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Healing Hands, Skill Focus (Heal) 4 3 - - - - - - - -
2 +1 +3 +0 +3 Lay on Hands, Swift Healer 4 4 - - - - - - - -
3 +1 +3 +1 +3 Augment Healing (Resurgence) 5 4 3 - - - - - - -
4 +2 +4 +1 +4 - 5 4 4 - - - - - - -
5 +2 +4 +1 +4 - 5 5 4 3 - - - - - -
6 +3 +5 +2 +5 Augment Healing (Sanctuary) 6 5 4 4 - - - - - -
7 +3 +5 +2 +5 Effortless Healing 6 5 5 4 3 - - - - -
8 +4 +6 +2 +6 Celestial Companion 6 5 5 4 4 - - - - -
9 +4 +6 +3 +6 Augment Healing (Lesser Restoration) 6 6 5 5 4 3 - - - -
10 +5 +7 +3 +7 Gifted Touch 6 6 5 5 4 4 - - - -
11 +5 +7 +3 +7 - 6 6 6 5 5 4 3 - - -
12 +6/+1 +8 +4 +8 Augment Healing (Aid) 6 6 6 5 5 4 4 - - -
13 +6/+1 +8 +4 +8 - 6 6 6 6 5 5 4 3 - -
14 +7/+2 +9 +4 +9 - 6 6 6 6 5 5 4 4 - -
15 +7/+2 +9 +5 +9 Augment Healing (Panacea), Expert's Touch 6 6 6 6 6 5 5 4 3 -
16 +8/+3 +10 +5 +10 - 6 6 6 6 6 5 5 4 4 -
17 +8/+3 +10 +5 +10 - 6 6 6 6 6 6 5 5 4 3
18 +9/+4 +11 +6 +11 Augment Healing (Greater Restoration) 6 6 6 6 6 6 5 5 4 4
19 +9/+4 +11 +6 +11 - 6 6 6 6 6 6 6 5 5 4
20 +10/+5 +12 +6 +12 Master's Touch 6 6 6 6 6 6 6 5 5 4
Class Skills ({$skillslvl} + int mod per level, x4 at 1st level): {$cskills}

Game Rule Information


Charisma is the most useful ability score for any healer; it determines how many spells he can cast per day and how effective they are, and fuels many of his class features. A high Constitution improves his hit points, allowing him to brave combat and spend fewer healing spells on himself; a high Dexterity helps him compensate for the lack of heavy armour and shields, making him all the more likely to survive on the battlefield.

  • Alignment: Any good.
  • Hit Die: d8

Class Skills

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) x 4
  • Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the healer.

Weapon and Armour Proficiency

Healers are proficient with all simple weapons and with light armour – their training includes only the simplest of combat readiness. Furthermore, a healer who uses metal armour or any kind of shield is severely hampered, due to the nature of his powers; since his powers draw largely on his ability to understand the suffering of others, he must take upon himself a certain level of vulnerability in order to fully empathise with those around him. A healer who uses prohibited armour or shields is unable to cast healer spells or use any of his supernatural or spell-like class features while doing so, and for 24 hours after the armour is taken off.


A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must.

To know or cast a spell, a healer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against healer's spell is 10 + the spell 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. His base daily spell allotment is given on Table 1: The Healer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). When Table 1 indicates that the healer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma for that spell level.

Healers do not acquire their spells from books or scrolls, nor prepare them through study, nor beseech them from a deity. A healer does not prepare spells ahead of time, instead using his depth of faith and inner strength to draw upon the power of life surrounding him, calling for the magic he needs at the right moment. He can cast any spell on his spell list at any time, assuming he has not yet used up his spells per day for that level.

The healer must maintain an intimate connection with such powers, however; each healer must choose a time at which he must spend 1 hour each day in quiet contemplation or meditation (typically at either dawn or dusk, these being quiet and peaceful times when the healer is less likely to be disturbed). The healer must also keep his mind and body well-rested if he is to channel this energy effectively, and must have a full night's sleep (as a wizard must) to cast spells as normal.

Healer Spell List

Healer chose 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, virtue1
  • 1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, resurgence1, sanctuary, speak with animals, lesser vigor1
  • 2nd Level: calm emotions, cure moderate wounds, delay poison, ease pain2, estanna's stew2, gentle repose, remove addiction2, remove blindness/deafness, remove disease, lesser restoration, vigor1, mass lesser vigor1
  • 3rd Level: close wounds3, create food and water, cure serious wounds, heart's ease2, neutralise poison, refreshment, remove curse, remove nausea, restoration, revenance1, status
  • 4th Level: blood of the martyr2, cure critical wounds, greater status2, death ward, freedom of movement, mass cure light wounds, mass resurgence1, panacea3, remove fatigue2
  • 5th Level: atonement, break enchantment, energetic healing2, greater vigor1, mass cure moderate wounds, raise dead, revivify3, stone to flesh, true seeing, warding gems2
  • 6th Level: greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate, sacred haven1, secure corpse2, vigorous circle1
  • 7th Level: mass cure critical wounds, renewal pact1, repulsion, resurrection
  • 8th Level: discern location, holy aura, mass heal, spread of contentment2
  • 9th Level: foresight, gate, sublime revelry2, true resurrection

1 from Complete Divine
2 from Book of Exalted Deeds
3 from Miniatures Handbook

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage, he adds his 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 his Charisma bonus. This bonus applies only to spells of the healing subschool that he casts as a healer, not those that he may have by virtue of levels in another class.

Skill Focus (Heal)

A healer's focused training grants him this bonus feat at 2nd level. If he already has this feat, he may choose a different one.

Lay on Hands (Su)

At 2nd level, the healer gains Lay on Hands, as the paladin ability.

Swift Healer (Ex)

The healer may make Heal skill checks one step faster. Full-round actions become standard actions, standard actions become move actions, move actions become swift actions, swift actions become free actions. Heal checks already performed as a free action do not change, and heal checks that take more than a full-round action are not appreciably quickened by this ability.

Augment Healing (Ex)

The healer gains the ability to confer an additional spell effect on subjects he heals. Whenever the healer casts a spell on the Healing Domain spell list (the healer does not need to have the Healing Domain – this list simply indicates the appropriate spells), he can use a swift action to make the subject of that Healing spell also the subject of one appropriate spell (see below) as if cast by the healer.

At 3rd level and onward, the Healer may choose to augment a Healing Domain spell with the resurgence2, spell. At 6th level and onward, the Healer may augment with the sanctuary spell. At 9th level and onward, the Healer may augment with the lesser restoration spell. At 12th Level and onward, the Healer may augment with the aid spell. At 15th level and onward, the Healer may augment with the panacea1, spell. At 18th level and onward, the Healer may augment with the greater restoration spell.

The Healer may use this ability a number of times per day equal to half his Healer level + cha Modifier.

Effortless Healing (Ex)

At 7th level, the healer has learned to cast spells of the healing subschool with minimal effort. He may cast such spells without provoking attacks of opportunity. This bonus applies only to spells of the healing subschool that he casts as a healer, not those that he may have by virtue of levels in another class.

Gifted Touch (Su)

At 10th level, all Healing Domain spells the Healer casts are automatically Empowered, as if by the feat, but don't take up a higher level spell slot.

Celestial Companion (Su)

At 8th level, the healer's deeds have thoroughly demonstrated his pure intentions and good heart. Thus he gains the attention of beast which symbolises goodness and purity, the unicorn. Not bent by a deity's will or shackled by any force, the unicorn accompanies the healer of its own accord, seeing in him a worthy companion deserving of its aid (regardless of the healer's race or gender). Although the unicorn follows the healer's wishes unswervingly, it is somewhat different to the "noble steed" of the paladin; a guardian rather than a servant, the unicorn is capable in combat but - more importantly - is both a guide and spiritual confidant to the healer.

Once per day, as a full-round action, the healer may magically call his 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 different companion. Each time the companion is called, it appears at 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.

Should the healer's companion be killed, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until he gains a new 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 suffers a -4 penalty on attack rolls and weapon damage rolls.

Expert's Touch (Su)

At 15th level, all Healing Domain spells the Healer casts are automatically Maximised, as if by the feat, but don't take up a higher level spell slot. This replaces the "Gifted Touch" ability gained at 10th level.

Master's Touch (Su)

At 20th level, all Healing Domain spells the Healer casts are automatically empowered and maximised, as if by the feats, but don't take up a higher level spell slot.


A healer who grossly violates his ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features (except for armour and weapon proficiencies). He cannot thereafter gain levels as a healer unless he atones (see the Atonement spell description, page 201 of the Player's Handbook).

All content in this article is derived from the original Healer class printed in the Miniatures Handbook. No claim of ownership is made to the source material. Content in this article is intended for private, non-profit use.

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