artimus261
2017-02-14, 11:59 PM
Disclaimer: This class fix is using my fix for healing spells in general which is as follows: Cure spells can be cast as swift actions at a range of touch but can be cast as standard actions with a range of close. This also applies to the Mass spells which, as a swift action are cast at close range and as a standard are cast at a medium range. This applies to all classes not just the healer. Now tell me how this is broken or whatnot. I’m sure I’m overdoing it to some degree but with how hard it is to keep up with healing and this class intending to be purely a fixer and not even a preventer I felt like they needed a big kick in the pants.
Know entire list: Instead of making the healer worry about what she should be preparing, ‘should i prepare this many cure spells or this many remove spells or what?’ they should simply be allowed to know their entire list. It is already so limited and single minded in it’s application that forcing them to pick and choose on a daily basis seems like nothing short than the creators trying to torture the poor things: “OOHHHH GOOOODS IF ONLY I HAD PREPARED ANOTHER NEUTRALIZE POISON!!!! WHYYYYYYY!?” And while this does force her to increase the casting times of her spells for applying metamagic i feel that with the changes below she can manage more than enough without metamagic and in single rounds.
Healer’s Grace(Su): The healer’s influence increases the body’s ability to heal itself without almost any effort on her part. Beginning at 3rd level whenever the healer casts a spell on a creature that restores hit points it gains fast healing equal to the spell’s level for a number of rounds equal to the healer’s Charisma modifier. The healer cannot benefit from Healer’s Grace. The effects of spells that bestow fast healing do not stack with healer’s grace but the character benefits from the highest amount of fast healing available for the duration of it’s effect and then continues to gain the effects of the lesser amount for the remainder of it’s duration. As an example when the healer casts Greater Vigor, which bestows fast healing 4, the subject gains fast healing 5 since Greater Vigor is a level 5 spell. However after a number of rounds equal to her Charisma modifier the subject’s fast healing becomes 4 as the remainder of Greater Vigor’s duration passes.
This lets all of the healer’s spell have a nice lasting effect that can let her tend to others.
Swift Cleansing: All of the Healer’s Cleanse abilities are cast as swift actions.
With Curative secret below their cleanse abilities can end up being some of the few ways they can fix themselves since the spells they pick are actually stripped from their lists.
Curative Secret(Su): The healer is able to remove spells from her list at certain levels to apply their effects to all cure spells she casts from that point on. She must be able to cast that spell to remove it at the level given. She can only apply one curative secret to any one target of a cure spell but need not apply the same one to all targets of any given cure spell. For instance a healer of 4th level can now affect anyone with remove fear by simply casting any cure spell upon them after removing it from his list. The healer cannot benefit from her Curative Secrets. The healer gains this ability at 6th, 12th, and 18th and the spells she may remove are listed below:
ease pain, neutralize poison, remove blindness/deafness, remove disease, remove fear, remove nausea, remove paralysis.
Healer's Chosen(Su): The healer is highly aware of the condition of living things around her and can pinpoint their ailments without fail. At 5th level the healer can bestow the effects of Status on creatures at will and can have a number of creatures under the effects of the spell simultaneously at any given time equal to her Wisdom modifier. There is no duration limit for this effect. If the healer wishes to bestow the effect on a new target but is at her limit she can choose to end it on an ally of her choice as a standard action. This status can be dispelled from the target as normal however or ends if they enter an area of anti-magic. The healer is aware of the difference between the effect ending due to the targets death or the hindrance of anti-magic sources. Additionally if the status of an ally changes while the healer is asleep she is instantly awoken.
With You at the End(Su): The healer is able to move to the side of her fallen comrades with supernatural urgency. At 17th level the healer can now teleport as an immediate action to an adjacent square to any ally she has selected with the Healer's Chosen that is reduced to dying or has the status effect end by being reduced to dead.
Added Spells
0: Ease Pain(BofExD), Healer's Vision(CmpSc), Healthful Rest(CmpAdv)
1st: Delay Disease(SpCmp), Estanna’s Stew(BofExD), Healing Lorecall(CmpAdv), Invest Light Protection(PHBII), Lesser Vigor(CmpDiv), Ray of Hope(BofExD)
2nd: Benign Transposition(SpCmp), Healing Spirit(PHBII), Heart’s Ease(BofExD), Mass Lesser Vigor(CmpDiv), Remove Nausea(BofExD), Stabilize(SpCmp)
3rd: Bear's Endurance, Channeled Divine Health(PHBII), Circle Dance(SpCmp), Delay Death(RofDest), Insignia of Healing(RofDest), Invest Moderate Protection(PHBII), Remove Fatigue(BofExD), Safe Clearing(SpCmp), Safety(SpCmp), Unicorn Horn(CmpMg), Vigor(CmpDiv)
4th: Dance of the Unicorn(CmpDiv), Dimension Step(PHBII), Heal Mount, Healing Circle(CmpChp), Melf's Unicorn Arrow(PHBII), Seed of Life(CmpChp), Vigorous Circle(CmpDiv)
5th: Greater Vigor(CmpDiv), Invest Heavy Protection(PHBII), Regal Procession(SpCmp), Regroup(PHBII), Spear of Valarian(BofExD), Unicorn Blood(CmpMg), Winged Mount(CmpDiv)
6th: Evacuation Rune(CmpSc), Greater Status(HofBat), Renewed Vigor(PHBII)
7th: Fortunate Fate(SpCmp), Rejuvenating Light(CmpChp), Renewal Pact(CmpDiv), Unicorn Heart(CmpMg)
8th: Mass Restoration(LbMrt), Tactical Teleportation(CmpMg)
9th: Pavilion of Grandeur(SpCmp), Unicorn Manifestation
PHBII: Player’s Handbook II
BofExD: Book of Exalted Deeds
CmpDiv: Complete Divine
CmpChp: Complete Champion
CmpAdv: Complete Adventurer
RofDest: Races of Destiny
SpCmp: Spell Compendium
CmpMg: Complete Mage
CmpSc: Complete Scoundrel
LbMrt: Libris Mortis
HofBat: Heroes of Battle
Heal Mount, Winged Mount: Since the Healer's companion functions roughly as a Paladin's mount it feels right to give the healer these options for their Unicorn Companion.
Additionally the Healer may take the Celestial Heritage feats listed in the Player's Handbook II as if she were a sorcerer of her Healer level.
Some of these spells might seem to get away from the intended role of the healer but the offensive options given to them here truly only allow them some semblance of defense and damage without steering them into the direction as a class. Obviously I ran with the unicorn theme given that they receive one as a damn companion and with the small number of offensive spells that fit in that theme I feel like they can at least do something when an ogre walks right up to them.
On top of those options their new ability to rearrange the battlefield and truly become indispensable when they need to leave a threatened area, move an injured ally to themselves, AND move the fighter right into the face of the baddy makes them very powerful in terms of field control and with regroup she has a panic button, ‘EVERYONE GET THE EFF OVER HERE NOW!” It also helps set her up for some of her multiple-target spells so that with her next action she can grant everyone a nice little heal or tiny buff(like renewed vigor).
All in all I think the improved spell list definitely makes them a powerful ally in combat, able to keep her allies fighting at their peak ability, and even manipulate the battle flow with minor touches. And also not just get completely beat down when she’s cornered.
Know entire list: Instead of making the healer worry about what she should be preparing, ‘should i prepare this many cure spells or this many remove spells or what?’ they should simply be allowed to know their entire list. It is already so limited and single minded in it’s application that forcing them to pick and choose on a daily basis seems like nothing short than the creators trying to torture the poor things: “OOHHHH GOOOODS IF ONLY I HAD PREPARED ANOTHER NEUTRALIZE POISON!!!! WHYYYYYYY!?” And while this does force her to increase the casting times of her spells for applying metamagic i feel that with the changes below she can manage more than enough without metamagic and in single rounds.
Healer’s Grace(Su): The healer’s influence increases the body’s ability to heal itself without almost any effort on her part. Beginning at 3rd level whenever the healer casts a spell on a creature that restores hit points it gains fast healing equal to the spell’s level for a number of rounds equal to the healer’s Charisma modifier. The healer cannot benefit from Healer’s Grace. The effects of spells that bestow fast healing do not stack with healer’s grace but the character benefits from the highest amount of fast healing available for the duration of it’s effect and then continues to gain the effects of the lesser amount for the remainder of it’s duration. As an example when the healer casts Greater Vigor, which bestows fast healing 4, the subject gains fast healing 5 since Greater Vigor is a level 5 spell. However after a number of rounds equal to her Charisma modifier the subject’s fast healing becomes 4 as the remainder of Greater Vigor’s duration passes.
This lets all of the healer’s spell have a nice lasting effect that can let her tend to others.
Swift Cleansing: All of the Healer’s Cleanse abilities are cast as swift actions.
With Curative secret below their cleanse abilities can end up being some of the few ways they can fix themselves since the spells they pick are actually stripped from their lists.
Curative Secret(Su): The healer is able to remove spells from her list at certain levels to apply their effects to all cure spells she casts from that point on. She must be able to cast that spell to remove it at the level given. She can only apply one curative secret to any one target of a cure spell but need not apply the same one to all targets of any given cure spell. For instance a healer of 4th level can now affect anyone with remove fear by simply casting any cure spell upon them after removing it from his list. The healer cannot benefit from her Curative Secrets. The healer gains this ability at 6th, 12th, and 18th and the spells she may remove are listed below:
ease pain, neutralize poison, remove blindness/deafness, remove disease, remove fear, remove nausea, remove paralysis.
Healer's Chosen(Su): The healer is highly aware of the condition of living things around her and can pinpoint their ailments without fail. At 5th level the healer can bestow the effects of Status on creatures at will and can have a number of creatures under the effects of the spell simultaneously at any given time equal to her Wisdom modifier. There is no duration limit for this effect. If the healer wishes to bestow the effect on a new target but is at her limit she can choose to end it on an ally of her choice as a standard action. This status can be dispelled from the target as normal however or ends if they enter an area of anti-magic. The healer is aware of the difference between the effect ending due to the targets death or the hindrance of anti-magic sources. Additionally if the status of an ally changes while the healer is asleep she is instantly awoken.
With You at the End(Su): The healer is able to move to the side of her fallen comrades with supernatural urgency. At 17th level the healer can now teleport as an immediate action to an adjacent square to any ally she has selected with the Healer's Chosen that is reduced to dying or has the status effect end by being reduced to dead.
Added Spells
0: Ease Pain(BofExD), Healer's Vision(CmpSc), Healthful Rest(CmpAdv)
1st: Delay Disease(SpCmp), Estanna’s Stew(BofExD), Healing Lorecall(CmpAdv), Invest Light Protection(PHBII), Lesser Vigor(CmpDiv), Ray of Hope(BofExD)
2nd: Benign Transposition(SpCmp), Healing Spirit(PHBII), Heart’s Ease(BofExD), Mass Lesser Vigor(CmpDiv), Remove Nausea(BofExD), Stabilize(SpCmp)
3rd: Bear's Endurance, Channeled Divine Health(PHBII), Circle Dance(SpCmp), Delay Death(RofDest), Insignia of Healing(RofDest), Invest Moderate Protection(PHBII), Remove Fatigue(BofExD), Safe Clearing(SpCmp), Safety(SpCmp), Unicorn Horn(CmpMg), Vigor(CmpDiv)
4th: Dance of the Unicorn(CmpDiv), Dimension Step(PHBII), Heal Mount, Healing Circle(CmpChp), Melf's Unicorn Arrow(PHBII), Seed of Life(CmpChp), Vigorous Circle(CmpDiv)
5th: Greater Vigor(CmpDiv), Invest Heavy Protection(PHBII), Regal Procession(SpCmp), Regroup(PHBII), Spear of Valarian(BofExD), Unicorn Blood(CmpMg), Winged Mount(CmpDiv)
6th: Evacuation Rune(CmpSc), Greater Status(HofBat), Renewed Vigor(PHBII)
7th: Fortunate Fate(SpCmp), Rejuvenating Light(CmpChp), Renewal Pact(CmpDiv), Unicorn Heart(CmpMg)
8th: Mass Restoration(LbMrt), Tactical Teleportation(CmpMg)
9th: Pavilion of Grandeur(SpCmp), Unicorn Manifestation
PHBII: Player’s Handbook II
BofExD: Book of Exalted Deeds
CmpDiv: Complete Divine
CmpChp: Complete Champion
CmpAdv: Complete Adventurer
RofDest: Races of Destiny
SpCmp: Spell Compendium
CmpMg: Complete Mage
CmpSc: Complete Scoundrel
LbMrt: Libris Mortis
HofBat: Heroes of Battle
Heal Mount, Winged Mount: Since the Healer's companion functions roughly as a Paladin's mount it feels right to give the healer these options for their Unicorn Companion.
Additionally the Healer may take the Celestial Heritage feats listed in the Player's Handbook II as if she were a sorcerer of her Healer level.
Some of these spells might seem to get away from the intended role of the healer but the offensive options given to them here truly only allow them some semblance of defense and damage without steering them into the direction as a class. Obviously I ran with the unicorn theme given that they receive one as a damn companion and with the small number of offensive spells that fit in that theme I feel like they can at least do something when an ogre walks right up to them.
On top of those options their new ability to rearrange the battlefield and truly become indispensable when they need to leave a threatened area, move an injured ally to themselves, AND move the fighter right into the face of the baddy makes them very powerful in terms of field control and with regroup she has a panic button, ‘EVERYONE GET THE EFF OVER HERE NOW!” It also helps set her up for some of her multiple-target spells so that with her next action she can grant everyone a nice little heal or tiny buff(like renewed vigor).
All in all I think the improved spell list definitely makes them a powerful ally in combat, able to keep her allies fighting at their peak ability, and even manipulate the battle flow with minor touches. And also not just get completely beat down when she’s cornered.