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View Full Version : D&D 3.x Class Grimhealer (3.5 base class)



Eurus
2023-07-12, 08:07 PM
This is a design for a fixed-list healing focused spellcaster that I've had kicking around for a while. The official healer class is bad, everyone knows it. I've seen some really interesting fixes floated in homebrew, but none of it had quite the vibe I wanted. I'll try to let the mechanics speak for themselves for now, so please let me know what you think.

Grimhealer

“Nobody dies on my table.”
–Leonora Trask, physician of the watch

When most people think of healing, they think of the church. The strident war-priest or paladin dispensing miracles, or a solemn temple cleric banishing disease and injury for donations. A grimhealer is significantly less reassuring, to the unfamiliar; a mix between an esoteric scholar and a combat medic, the grimhealer studies experimental and often unpleasant magical techniques to heal as much, as quickly, and as often as possible. In combat she steals life from her enemies to preserve her allies and burns her own body and soul for surges of power, a practice uncomfortably close to the sort of dark arts considered forbidden in many places -- but if it keeps her comrades and loved ones alive, it's worth the suspicion.

Hit die
d6

Skill points
4 + Int

Class skills: Bluff, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (nature, religion, arcana), Listen, Profession, Sense Motive, Spellcraft, Spot





Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Life Rip, Vital Infusion
5
3
—
—
—
—
—
—
—
—


2nd
+1
+0
+0
+3
Talent
6
4
—
—
—
—
—
—
—
—


3rd
+1
+1
+1
+3
Grim Calculus
6
5
—
—
—
—
—
—
—
—


4th
+2
+1
+1
+4
Sawbones, Advanced Learning
6
6
3
—
—
—
—
—
—
—


5th
+2
+1
+1
+4
Healer’s Defiance
6
6
4
—
—
—
—
—
—
—


6th
+3
+2
+2
+5
Talent
6
6
5
3
—
—
—
—
—
—


7th
+3
+2
+2
+5
Desperate Reach
6
6
6
4
—
—
—
—
—
—


8th
+4
+2
+2
+6
Life and Death, Advanced Learning
6
6
6
5
3
—
—
—
—
—


9th
+4
+3
+3
+6
Desperate Breadth
6
6
6
6
4
—
—
—
—
—


10th
+5
+3
+3
+7
Talent
6
6
6
6
5
3
—
—
—
—


11th
+5
+3
+3
+7
Desperate Shield
6
6
6
6
6
4
—
—
—
—


12th
+6
+4
+4
+8
Advanced Learning
6
6
6
6
6
5
3
—
—
—


13th
+6
+4
+4
+8
Knitting Touch
6
6
6
6
6
6
4
—
—
—


14th
+7
+4
+4
+9
Greater Talent
6
6
6
6
6
6
5
3
—
—


15th
+7
+5
+5
+9
Desperate Endurance
6
6
6
6
6
6
6
4
—
—


16th
+8
+5
+5
+10
Advanced Learning
6
6
6
6
6
6
6
5
3
—


17th
+8
+5
+5
+10
Heal Thyself
6
6
6
6
6
6
6
6
4
—


18th
+9
+6
+6
+11
Greater Talent
6
6
6
6
6
6
6
6
5
3


19th
+9
+6
+6
+11
Pierce the Veil
6
6
6
6
6
6
6
6
6
4


20th
+10
+6
+6
+12
Refuse Death, Advanced Learning
6
6
6
6
6
6
6
6
6
6



Weapon and Armor Proficiency: A grimhealer is proficient with all simple weapons, and with light, medium, and heavy armor, but not shields. As a divine spellcaster, a grimhealer's spells do not incur an arcane spell failure chance.

Spellcasting: A grimhealer casts divine spells, which are drawn from the grimhealer spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a grimhealer gains access to a new level of spells, she automatically knows all the spells for that level given on the grimhealer's spell list. Grimhealers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a grimhealer must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a grimhealer's spell is 10 + the spell's level + her Wisdom modifier. Like other spellcasters, a grimhealer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells for a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook).

Life Rip (Su): The grimhealer knows better than to waste resources. As a standard action, she may touch a living creature and pull vital energy from them. This touch deals damage equal to the grimhealer's Charisma modifier plus ½ her class level (rounded up). The grimhealer gains an equal amount of temporary HP to the damage done for one minute. The grimhealer can only use this ability once per round.

Vital Infusion (Su): The grimhealer spends life like coin, balancing the ledgers as best she can. Whenever she casts a (Healing) spell, the grimhealer may suffer damage up to three times that spell's level. All creatures affected by that spell, other than the grimhealer herself, heal additional hit points equal to the amount she paid this way. A creature only gains this additional healing once if it is affected by the same spell multiple times.

Grimhealer Talents: At 2nd level and every 4 levels thereafter, a grimhealer selects one talent from the following list to improve her life rip ability. At level 14 and 18, she may select from the Greater Talents list instead.

Pain Shared (Su): As a swift action, the grimhealer may use life rip on a willing target.

Entropic Balance (Su): The grimhealer may use life rip on nonliving creatures. Her (healing) spells can restore hit points to any creature, even if it would normally be harmed or unaffected by positive energy.

Sword and Scalpel (Su): In any turn when the grimhealer takes an attack or full attack action, she may use life rip once as a free action.

Spell Rip (Su): If the grimhealer hits a target with a melee touch spell, she may immediately use life rip once on that target as a free action.

Vital Draw (Su): The grimhealer may use life rip as a ranged touch attack with a range of 30 feet.

Metabolic Overload (Su): Whenever the grimhealer uses life rip while already possessing temporary hit points, she may forego gaining any new temporary hit points to instead double the damage of her life rip.

Malignant Precision (Su): Whenever the grimhealer uses life rip on a flanked or flat-footed target, she may deal 1d6 additional damage per 3 class levels she possesses. This extra damage does not grant extra temporary hit points.

Grim Calculus (Ex): At 3rd level, a grimhealer focuses on preventing injury in the most straightforward way possible: disable the creature trying to cause it. Whenever she casts a spell that heals hit points or grants temporary hit points to one or more creatures, her next damaging spell or life rip before the end of the next turn deals additional damage equal to her class level or to the total damage healed or temporary hit points granted (whichever is less). A creature only takes this additional damage once, even if it takes damage from the spell multiple times.

Sawbones (Ex): At 4th level, a grimhealer can combine mundane medicine with magical healing to improved effect. Whenever she casts a spell on a creature that she is providing long-term care to with the heal skill, she may treat that spell as if the Maximize Spell metamagic was applied to it, without increasing the spell slot required. She also gains a +4 bonus on any caster level checks made as part of that spell’s casting (such as to remove a magical disease).

Advanced Learning (Ex): At 4th level, a grimhealer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy or abjuration school or of the conjuration (healing) subschool, and of a level no higher than that of the highest-level spell the grimhealer is able to cast. Alternately, she may select a cleric spell of any other school to add to her spell list, but in this case the spell is treated as being one level higher than normal (for example, silence, a 2nd-level cleric spell, would be treated as a 3rd-level grimhealer spell for her). She must be capable of casting spells of the new spell's adjusted level - for instance, she can't choose a 3rd-level cleric spell at 6th level, because the spell is treated as a 4th-level spell for her. Once a new spell is selected, it is added to the grimhealer's spell list and can be cast just like any other spell she knows. A grimhealer gains an additional new spell at 8th, 12th, 16th, and 20th level.

Healer’s Defiance (Ex): At 5th level, a grimhealer learns that mere seconds may make the difference between life and death. Whenever she restores hit points to a creature with a spell, she may additionally grant that creature temporary hit points equal to half the total healing applied. These temporary hit points only last for one round.

Desperate Reach (Su): At 7th level, a grimhealer can push her limits to save a distant ally. When casting a spell with a nonpersonal range, she may increase the range of that spell by 100 feet. After doing so, she loses HP equal to twice that spell's level and becomes fatigued for one hour. She may not use this ability if she is immune to fatigue or already exhausted.

Life and Death (Su): At 8th level, a grimhealer can balance positive and negative energy together for optimal effect. Whenever she casts a (healing) spell as a standard action, her next inflict spell (any spell with “inflict” in the name) of equal or lower level cast before the end of her next turn can be cast as a swift action.

Desperate Breadth (Su): At 9th level, a grimhealer can exceed her limits to save as many people as possible. When casting a spell which normally targets only a single creature, she may instead affect one target per class level, as long as all targets are valid and within the spell's range. After doing so, she loses 6 HP for each additional target added this way and becomes sluggish for one minute: she can take only a single move action or standard action each turn, but not both (nor may she take full-round actions).

Desperate Shield (Su): At 11th level, a grimhealer can transcend her limits to mitigate a terrible attack. She may cast a spell as an immediate action, as long as it targets one or more allies and no enemies. After doing so, she loses HP equal to four times the spell's level and becomes helpless and unable to take any actions for one round.

Knitting Touch (Su): At 13th level, a grimhealer's ability has grown to the point that she can slowly mend wounds with a mere touch. As a standard action usable at will, she can touch a creature and heal them for 1d8 points of damage.

Greater Talents: At 14th and 18th level, a grimhealer chooses an advanced talent from the following list to improve her life rip.

Consuming Burst (Su): As a full-round action, the grimhealer may use life rip on all creatures within 20 feet of her at once. Instead of making an attack roll, all affected creatures make a Will save, DC (10 + ½ class level + Cha modifier). Each creature who fails takes damage as if it were hit with life rip, and she gains temporary hit points equal to the highest single instance of damage dealt this way plus two for each additional target damaged. These temporary hit points last for one minute.

Relentless Theft (Su): The grimhealer is no longer limited to using life rip only once per round. Whenever she hits a creature with an attack, she may use life rip on the target as a free action (this free life rip does not trigger Relentless Theft again).

Lifegorge (Su): Whenever the grimhealer would gain temporary hit points from life rip while already possessing temporary hit points, she may instead increase her current temporary hit points by her Charisma modifier. Her entire temporary hit point value expires one minute after the last time she increased it with this ability.

Drink Dry (Su): When the grimhealer uses life rip on a creature, she may mark it. As a free action usable once per round, if the marked creature is within 60 feet of her, she may use life rip on it without an attack roll. The mark expires after one hour, and the grimhealer may only have one creature marked at a time; if she marks a creature while another is marked, the first mark ends.

Willing Sacrifice (Su): When the grimhealer uses life rip on a willing target, she may deal up to half the target's current HP as damage. She gains temporary hit points equal to the damage dealt this way.

Desperate Endurance (Su): At 15th level, a grimhealer can push her limits to heal beyond the capacity of her magic. She may cast a spell she knows without using a spell slot, as long as she has access to spell slots of the appropriate level (even if they're all currently spent). After doing so, she loses HP equal to three times the spell's level and takes a cumulative -4 penalty to Wisdom for each spell cast this way. This penalty remains until she refreshes her spell slots with a night's rest, and cannot be removed or cured prematurely.

Heal Thyself (Su): At 17th level, a grimhealer’s self-experimentation has made her deceptively tricky to kill. She gains Regeneration 2, selecting one out of fire, cold, electric, or acid when she gains this ability. Only damage of the chosen type, or any form of self-inflicted damage, bypasses this regeneration. Additionally, she is immune to suffocation. As a standard action, the grimhealer can choose to suppress her automatic healing of nonlethal damage for up to 24 hours; while suppressed in this way, it is almost impossible to tell that the grimhealer’s body is not suffering lethal damage, and if unconscious she appears to all nonmagical inspection to be deceased.

Pierce the Veil (Ex): At 19th level, a grimhealer can tear back almost anyone from the void. When the grimhealer casts a spell that resurrects the dead, she may target even a creature that is normally barred from resurrection or which has had its soul trapped or destroyed. Any obstacle that could normally be overcome by a wish or miracle spell is automatically overcome by the grimhealer's resurrection spell.

Refuse Death (Ex): At 20th level, a grimhealer is truly a master of healing. She may cast (healing) spells even on creatures that have died within the past minute, bringing them back to life with no penalty if she raises them above 0 hit points. Creatures that have been disintegrated or are otherwise utterly destroyed cannot be healed this way.


0th: create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic

1st: bestow wound, chill touch, cure light wounds, goodberry, inflict light wounds, remove fear, remove paralysis, undetectable alignment

2nd: blindness/deafness, calm emotions, cure moderate wounds, false life, delay poison, gentle repose, inflict moderate wounds, remove blindness/deafness, remove disease, lesser restoration, spectral hand

3rd: close wounds, cure serious wounds, death ward, neutralize poison, ray of exhaustion, remove curse, restoration, status, vampiric touch

4th: bestow curse, contagion, cure critical wounds, enervation, inflict critical wounds, panacea, poison

5th: break enchantment, cloudkill, mass cure light wounds, mass inflict light wounds, raise dead, revivify, stone to flesh, waves of fatigue

6th: greater restoration, harm, heal, mass cure moderate wounds, mass inflict moderate wounds, regenerate, waves of exhaustion

7th: finger of death, greater harm, mass cure serious wounds, mass inflict serious wounds, resurrection

8th: horrid wilting, mass cure critical wounds, mass inflict critical wounds

9th: energy drain, mass harm, mass heal, true resurrection