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CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per healer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per healer level after 1st
PROFICIENCIES
Armor: None
Weapons: Dagger, handaxe, light hammer
Tools: Herbalism kit, poisoner's kit, medicine pack
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your
background:
Medicine pack. A large supply of advanced tools and medical supplies. Proficiency is required to
understand and use this equipment effectively. It functions as an herbalism kit, a poisoner's kit,
and a healer's kit with an unlimited number of uses. It weighs 10 lbs and costs 50 gp.
TEND WOUNDS
At 1st level you've learned to tend to basic wounds. When you take a short or long rest you may
choose one willing creature that is taking a rest or that is unconscious, and expend one use of a
healer's kit to tend to their wounds. You restore to that creature a number of hit points equal to
your healer level plus your Wisdom modifier (minimum of 1), and remove one of the following
effects: blinded, deafened, incapacitated, or stunned. You may only use this ability once during a
rest (you still gain the benefits of the rest). This ability has no effect on undead or constructs.
BOTANIST
At 1st level you've begun the study of botany. When you forage for herbs or prepare them using
an herbalism kit you may apply your proficiency bonus twice.
AWAKEN
At 2nd level you've learned how to return a creature to consciousness. As an action you expend
one use of a healer's kit to awaken a living, stable creature that you can see and touch. If the
creature has 0 hit points they instead have 1 hit point. Once you use this ability you cannot use it
again until you complete a short or long rest. This ability has no effect on undead or constructs.
HEALER PATH
At 3rd level you choose the healing path to specialize in: Herbalist or Physician, both detailed at
the end of the class description. Your choice grants you features at 3rd level and again at 6th,
11th, 14th, and 17th levels.
VITAL POINTS
At 5th level you've learned to quickly analyze the anatomy of larger creatures to identify their
vital points. You may use your action to observe a target creature within 60 feet that you can see
clearly and that is at least one size larger than you. Subtract 1d4 from your Wisdom modifier
(minimum of zero): this is the number of vital points you identify. You may share this information
with others, communicating no more than one vital point on each of your turns.
For the next one minute, all creatures that are at least one size smaller than the target creature
may:
add the number of vital points they know (maximum 5) to all damage rolls against the target
creature, or
use their reaction to defend the target creature against an attack if they are within 5 feet of the
creature, reducing the attack's damage by the number of vital points they know (maximum 5).
Once you use this ability you may not use it again on the same creature until you complete a short
rest. This ability may not target undead or constructs.
CRITICAL CARE
At 7th level you can treat critical conditions quickly. Choose a creature that has zero hit points.
As an action you may expend one use of a healer's kit to restore hit points equal to your Wisdom
modifier (minimum of 1). This ability has no effect on undead or constructs.
RESUSCITATE
At 9th level you have learned techniques for reviving the recently-deceased. As an action you
expend one use of a healer's kit and spend one hit dice from your hit dice pool to resuscitate a
creature that has died within the last minute. You make a Wisdom (Medicine) check against a DC
equal to 10 + the number of rounds that have passed since the creature died. If the check fails,
then the creature remains dead. If the check succeeds the creature returns to life with zero hit
points, unconscious, and dying; reduce one of the creature's ability scores by 1, remove all
previously recorded death saving throws from the creature, and begin the dying process again.
This ability has no effect on undead or constructs.
FIELD SURGERY
At 10th level you can quickly bind serious wounds and treat critical conditions. During a short or
long rest you expend one use of a healer's kit to tend to one willing creature's wounds (you still
gain the benefit of the rest). All conditions except petrified, charmed, and poisoned are removed,
and the creature may roll hit dice equal to your Wisdom modifier (minimum of zero) to regain hit
points without expending any hit dice from their pool. You may only use this ability once during a
rest. This ability has no effect on undead or constructs.
BREAK FEVER
At 13th level you can break the most dire fevers and illnesses. You spend a long rest treating a
creature for an identified disease (you do not get the benefit of the long rest). At the end of the
treatment expend one use of a healer's kit and make a Wisdom (Medicine) check adding the
creature's Constitution bonus to your result. If the result succeeds against a DC equal to the
number of days that the creature has been infected, then the disease is removed. If the result fails,
then you have advantage on your next attempt. After you use this ability you cannot use it again
until you complete a short rest. This ability has no effect on undead or constructs.
POISON RESISTANCE
At 15th level working with strong concentrations and antitoxins has strengthened your resistance
to poison. You have resistance to poison damage and advantage to saving throws against poisons
and their effects.
PLAGUE HEALER
At 18th level you have learned to heal the most virulent and dangerous diseases. You are immune
to non-magical disease. In addition, you may expend one use of a healer's kit and spend a short
rest treating a creature for an identified disease (you do not get the benefit of the short rest). At
the end of the treatment the disease (magical or mundane) is removed.
HEALING HANDS
At 20th level you have developed a supernatural ability to heal by simply touching a wounded
creature. As an action you may spend any number of hit dice from your pool and roll them to
restore that many hit points to a chosen creature you touch. This ability has no effect on undead or
constructs.
HEALER PATHS
HERBALIST
HERB GARDEN
At 3rd level, you have access to an herb garden in your hometown or city. Determine what type of
terrain your home is in. Once per season you may obtain three doses of any kinds of herbs for
your terrain when you visit your hometown or city. At 6th level you may obtain five doses each
season; at 9th level you may obtain seven doses; at 12th level, nine doses; at 15th level, twelve
doses; at 18th level, fifteen doses. You also have advantage when foraging in any terrain of the
same type as your home terrain.
SYMBIOTIC RELATIONSHIP
At 6th level you've learned how some plants benefit from each other's byproducts. When you find
an herb by foraging you may immediately make another foraging attempt with advantage to find
a different type of herb. After using this ability you cannot use it again until you complete a short
rest.
BREW MASTERY
At 11th level you have mastered the techniques for effectively preparing herbs for medicinal or
other use. You have advantage on all Intelligence checks for preparing herbs.
TIMED RELEASE
At 14th level you have developed techniques of preparing medicines that lengthen their
effectiveness. Effects of herbs that you prepare have twice the stated duration.
SUPERIOR EXTRACTION
At 17th level you have learned to extract more usable concentrations from every herb. When
using an herbalism toolkit to prepare herbs, your preparation results in three usable doses instead
of one.
PHYSICIAN
PHYSIOLOGICAL HISTORY
At 3rd level you've developed a keen ability for picking up the cues that reveal a creature's
physical state and history. You may use your action to observe a creature learn one of these
details:
LEACH POISON
At 6th level you have learned to treat creatures to counteract the effects of venoms and poisons.
You may perform the treatment during a long rest (with advantage), a short rest, or in 1 minute
(with disadvantage) on a creature you can see and touch, and you expend one use of a healer's kit.
At the end of the treatment you make a DC 10 Wisdom (Medicine) check, and if successful the
poison is removed and its effects end. If you fail the check then the creature may add your
Medicine bonus to any saving throws against the poison's effect until the poison is removed in
another way. You may not attempt to use this ability on the same creature until you complete a
long rest. This ability has no effect on undead or constructs.
PHYSIOLOGICAL FOCUS
At 11th level you have specialized in the physiology of a chosen race. Choose one race (Dwarf,
Elf, Human, etc.). You have advantage on Wisdom (Medicine) checks related to that race, even if
it concerns a creature that is only "half" that race.
RANGE OF MOTION
At 14th level you learn to see how injuries affect the balance, range of motion, and sensory
awareness of creatures. When a creature within 10 feet that you can see has less than their
maximum hit points and attacks you, you may use your reaction to give it disadvantage. This
ability has no effect on undead or constructs.
SURGEON
At 17th level you have learned restorative surgical techniques. Choose an attribute to restore for a
creature that has had an ability reduced. During a long rest (which you do not benefit from) you
perform a surgery expending five uses of a healer's kit. After the long rest make a Medicine check
with DC equal to 10 + the number of attribute points to restore, adding the creature's Constitution
modifier to the check. If successful, the attribute points are restored. On a failed roll only half the
points are restored (round down), and the creature gains a scar, limp, stutter, or other descriptive
characteristic chosen by the DM. After you use this ability you cannot use it again until you
complete a long rest. This ability has no effect on undead or constructs.