Base Class: Ranger
Whether they are a devotee of a god of life, a practitioner of natural medicine, or a wanderer of the upper planes, Wild Healers are skilled in both magical and mundane forms of healing. They use both their knowledge of herbalism and radiant energy to keep themselves and their allies in the fight. Though many rangers are loners, Wild Healers often find themselves in the role of being the doctor of small communities on the frontiers of society, as keeping people healthy is a valuable skill all across the multiverse.
Wild Healer Magic
3rd-level Wild Healer feature
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Wild Healer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wild Healer Spells
| Ranger Level | Spells |
|---|---|
| 3rd | healing word |
| 5th | prayer of healing |
| 9th | mass healing word |
| 13th | death ward |
| 17th | raise dead |
Healing Unguent
You can craft a special salve that amplifies a creature's natural healing. When hit dice are spent during a short rest, you can apply this salve to 6 creatures of your choice. These creatures can treat a number of hit dice equal to half your proficiency bonus (rounded up) as if they had rolled the maximum amount. Once you use this salve, you cannot make another until you finish a long rest.
In addition, you gain proficiency in the Medicine skill and Herbalism kits. If you are already proficient with Medicine or Herbalism Kits, you can instead gain proficiency in one skill (for Medicine) or one tool (for Herbalism Kits) of your choice.
Burning Radiance
You can manifest your magic to harm as well as heal. As a bonus action, you can imbue a weapon or unarmed strike with radiant energy. The first time on a turn that you hit a creature with this weapon or unarmed strike, you deal an additional 1d6 radiant damage to it. This weapon or unarmed strike is imbued in this way for one minute, or until you use a bonus action to use this feature on a different weapon or unarmed strike. In addition, the weapon or unarmed strike that you imbue in this way sheds dim light in a 20 foot radius.
Sudden Resilience
7th-level Wild Healer feature
When you or an ally within 30 feet fails a saving throw against a disease, poison, or an effect that would cause one of the listed conditions, you can use your reaction to allow yourself or your ally to reroll the saving throw and use the new result.
The conditions that this effect applies to are as follows: blinded, deafened, paralyzed, petrified, poisoned, and stunned.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Radiance
11th-level Wild Healer feature
The damage of your Burning Radiance feature increases to 2d6. In addition, when you deal this damage, you can choose to heal a creature within 60 feet of you. This healing is equal to the radiant damage dealt by Burning Radiance. You can use this healing ability a number of times per day equal to your proficiency bonus.
Healing Surge
15th-level Swarmkeeper feature
Once per turn, when you cast a spell with an instantaneous duration, and the spell restores hit points or removes a condition, you can make a single weapon attack against a creature within range as part of the same action.
Previous Versions
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3/19/2022 1:34:03 AM
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