Base Class: Paladin
Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Harnessing powerful magic, healers control a form of restorative potential far beyond the scope of most clerics and priests. This intense effectiveness comes from years of study, a passion for benevolence, and perhaps blessed by the divines, healers.
Level 3: Superior Restoration
At 3rdlevel, your superior knowledge in the healing arts allows you to cast powerful spells above your skill level. Choose one 2nd-level spell from your Crusader Spell list or Healer Devotion Spells. You can cast this unique spell once without expending any magicka. You must finish a long rest before you can do so again.
This spell does not count against your number of prepared spell and you can't cast this spell using magicka unless you have it prepared and it is of a spell level you can cast. When you reach 11thlevel, you can choose a spell from the Superior Restoration Spells list.
At higher levels, you gain more spells of your choice that can be cast in this way: you learn one 3rd-levelspell at 5thlevel, one 4th-level spell at 7thlevel, one5th-level spell at 9thlevel, one 6th-level spell at 11thlevel, one 7th-level spell at 13th level, one 8th-levelspell at 15th level, and one 9th-level spell at 17thlevel.You regain all uses of your Superior Restoration spells when you finish a long rest
Level 3: Healer Devotion Spells
You gain devotion spells at the crusader levels listed.
| Paladin Level | Spells |
|---|---|
| 3 | Create or Destroy Water, Healing Word |
| 5 | Enhance Ability, Prayer of Healing |
| 9 | Beacon of Hope, Mass Healing Word |
| 13 | Stoneskin, Freedom of Movement |
| 17 | Mass Cure Wounds, Greater Restoration |
Level 3: Channel Divinity
Preserve Life. You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Crusader level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on the undead or a construct.
Protection from Harm. You can use your Channel Divinity to protect yourself form harm. When you are directly attacked with a weapon or a harmful spell, you can use a reaction to create a magical ward that gives you resistance to all types of damage until the start of your next turn.
Level 7: Aura of Alacrity
Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.
Level 15: Glorious Defense
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20: Living Legend
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.
Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.
Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.







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