Base Class: Sorcerer
Celestial Blessed Healers can cast many spells to heal others and prefer to keep themselves out of combat.
Healing Power
Because of your Healing abilities, you gain a better health yourself. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, the power of your healing is greater than that of other healers. Whenever you cast a healing spell, you can heal all the targets of that spell for an additional amount of hit points equal to half your proficiency bonus.
Healing expertise
You have been healing people for as long as you remember. You are proficient in medicine.
In addition, you know more healing spells than other sorcerers. You have the possibility of learning the following spells:
Cure wounds, Heal, Healing word, Lesser restoration, Mass heal, Revivify, Spare the Dying
And you learn one of the following spells at each of the character levels displayed:
| Sorcerer Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
Death Ward, False Life (4th level only) |
|
9th |
Casting these spells requires using a spell slot. You use your spellcasting ability as if these were sorcerer spells, but these spells don't count against the number of spells you know.
Healing Spree
Starting at 6th level, you can heal those around you in a relatively short time period. Twice between long rests, you can cast the Prayer of Healing spell, using a somatic component instead of a verbal one. The level you cast it at is a third of your character level.
Curing the wounds
At 14th level, you gain the ability to cure the wounds of your allies at will. You can cast the cure wounds spell as a bonus action and with a range of 30 ft. You have 9 charges per short rest and can cast it at a level from 1st to 3rd using an amount of charges equal to the spell level.
You can spend sorcery points to gain charges.
Healing Aura
Beginning at 18th level, you can channel the Healing Power within, causing those around you to gain health. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of healing to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each friendly creature that starts its turn in this aura heals for an amount equal to 6 + your charisma modifier until the aura ends.
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