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Thread: [3.5] Healer Remix: God's Left Hand

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    Default New options for healer characters

    NEW HEALER DOMAINS

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    These new domains are usable by any class, but are created especially for healer characters.

    Cure domain
    Granted Power: All of your spells that heal dice of damage use dice one die size larger (d12 maximum) to determine the amount of damage healed. This benefit applies only to spells you cast yourself, not to spells you cast from items.

    If you have the ability to spontaneously cast your domain spells, you can spontaneously cure minor wounds and mass cure minor wounds as if they were Cure domain spells for you.

    Level Spells
    1st cure light wounds
    2nd cure moderate wounds
    3rd cure serious wounds
    4th cure critical wounds
    5th cure light wounds, mass
    6th cure moderate wounds, mass
    7th cure serious wounds, mass
    8th cure critical wounds, mass
    9th heal, mass

    Life Domain
    Granted Power: All of your spells that grant dice of temporary hit points use dice one die size larger (d12 maximum) to determine the amount of temporary hp granted. This benefit applies only to spells you cast yourself, not to spells you cast from items.

    If you have the ability to spontaneously cast your domain spells, you can spontaneously virtue as if it was a Life domain spell for you.

    Level Spells
    1st aid
    2nd false life
    3rd aid, mass
    4th delay death
    5th revivify
    6th righteous burst
    7th resurrection
    8th lion’s roar
    9th true resurrection


    Renewal Domain
    Granted Power: Once per day as an immediate action, negate an effect that would inflict a debilitating status (such as blinded, dazed, stunned, etc.) on you or an ally within close range.

    1st remove fear
    2nd remove paralysis
    3rd remove blindness/deafness
    4th panacea
    5th break enchantment
    6th heal
    7th regenerate
    8th renewal pact
    9th heal, mass


    Restoration Domain
    Granted Power: Once per day as an immediate action, negate an effect that would inflict ability damage or negative levels on you or an ally within close range.

    Level Spells
    1st resurgence
    2nd restoration, lesser
    3rd resurgence, mass
    4th restoration
    5th break enchantment
    6th restoration, mass
    7th restoration, greater
    8th fortunate fate
    9th restoration, mass greater

    Ward domain
    Granted Power: Once per day when you cast a spell, the spell does not have its usual range, targets, effect, or area. Instead, it appears as an opaque or translucent, square wall with dimensions of up to twice the size of your current space (e.g. 10 ft by 10 ft for a Small or Medium creature, or 20 ft by 20 ft for a Large creature). The effect lasts for one round per level instead of its normal duration. The wall must touch at least one corner of your space and can extend in any direction. It must be continuous and unbroken when created, although it will be constrained by nearby major terrain features (thus, you can use it to wall off a passage or an open doorway). Any creature passing through the wall takes damage equal to that normally dealt by the spell, or 1 point per spell level if the spell does not normally deal damage (Ref half, using the normal DC for a spell of that level cast by you).

    Level Spells
    1st sanctuary
    2nd shield other
    3rd wind wall
    4th globe of lesser invulnerability
    5th wall of dispel magic
    6th globe of invulnerability
    7th repulsion
    8th wall of greater dispel magic
    9th mind blank


    NEW HEALER SPELLS
    These new spells are usable by any class, but are created especially for healer characters.
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    CURE MINOR WOUNDS, MASS
    Conjuration (Healing)
    Level: Cleric 3, Healer 4, Prophet 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/level, no two of which can be more than 30 ft. apart

    You invoke the holy words and gesture at your allies. Instantly, their wounds begin to mend.

    This spell works like cure minor wounds, except as noted above, and the spell heals one point of damage per caster level (maximum 20 points).

    RESTORATION, MASS GREATER
    Conjuration (Healing)
    Level: Restoration 9
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/level, no two of which can be more than 30 ft. apart

    This spell works like greater restoration, except as noted above.



    NEW HEALER FEATS
    These feats offer new options for healer players, although some of them are usable by any class.
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    CHARISMATIC HEALER
    Your force of personality inspires faith in the effectiveness of your healing magic.
    Prerequisite: Healing Hands, Charisma 13
    Benefit: Whenever you cast a spell that cures hit point damage, adds your Charisma bonus to the amount of damage healed. If the spell affects multiple creatures (e.g. mass cure light wounds), each receives the benefit. If the spell provides multiple instances of healing (e.g. darts of healing), the benefit applies to each instance of healing. Charismatic Healer only improves spells that directly cure damage; it provides no benefit for spells that grant a creature the fast healing ability (e.g. lesser vigor). These benefits apply only to spells you cast yourself, not to spells you cast from items.

    DIVINE SURGE: FORTIFIED HEALING [Divine]
    You can fortify your healing spells with an additional beneficial effect.
    Prerequisite: Divine Surge, able to cast any 4th level or higher spell of the Conjuration (healing) subschool.
    Benefit: Once per round when you cast a Conjuration (healing) spell, you can make this spell a fortified healing spell and augment it with the effect of another spell you know. Select a secondary spell, which can be any spell you have prepared (or can cast spontaneously), subject to the limitations below. Expend a number of divine surge uses equal to the spell's level. Your fortified spell also grants its target(s) the benefit of this secondary spell as if you had cast it on them as well. The secondary spell is expended as if you had cast it.

    The secondary spell must meet a number of requirements:
    • It must have the same casting time as the fortified spell.
    • It must occupy a spell slot at least four levels lower than the spell slot occupied by the fortified spell.
    • It must not be a Conjuration (healing) spell.
    • It must have a range of Personal or a Saving Throw entry of Yes (harmless).

    Recipients must be legal targets of the secondary spell to gain its benefit. For example, you can't cast Personal-range spells on your allies, affect a distant target with a Touch spell, or affect more targets with the secondary spell than you normally could. Any effect that counters the fortified spell also counters its secondary spell effect. Once the fortified spell has been cast, however, both spell effects function separately.

    DIVINE SURGE: HEALING REACH [Divine]
    You can impart healing to allies who are out of reach.
    Prerequisite: Divine Surge
    Benefit: As a free action when casting a Conjuration (healing) spell with a range of Touch, you can expend one use of divine surge to change the spell’s range to Close.

    DIVINE SURGE: IMMEDIATE HEALING [Divine]
    You can quickly send a surge of healing magic when it is needed most.
    Prerequisite: Divine Surge
    Benefit: As an immediate action, expend one use of divine surge to cast a Conjuration (healing) spell with a casting time of one standard action or less (which can be a spontaneously converted cure spell). If you use this ability immediately after your target(s) take damage, you effectively prevent the damage, which may prevent your allies from dying if the damage they took would otherwise have been enough to kill them.

    DIVINE SURGE: METAMAGIC SURGE [Divine]
    You can channel divine energy into your healing spells to make them more powerful.
    Prerequisite: Divine Surge, any one metamagic feat
    Benefit: As a free action when applying a metamagic feat that you know to one of your Conjuration (healing) spells, you can invoke metamagic surge and use it to apply the metamagic without increasing the level of the spell slot in which the spell is prepared or cast. You must spend one use of divine surge for each level increase in the metamagic feat you are using.

    For example, Deem Pisea the healer could spend two divine surge attempts to empower an insignia of healing spell as he prepares it. If Deem Pisea is spontaneously converting one of his prepared 1st-level spells to cast cure light wounds, he could likewise spend two divine surge attempts to empower it as he casts it. Because he’s using positive energy to augment his spells, the spell slot for the spell doesn’t change.

    DIVINE SURGE: POSITIVE ENERGY WARD [Divine]
    You can ward your allies against negative energy.
    Prerequisite: Divine Surge
    Benefit: As a standard action, expend a use of divine surge to place a positive energy ward on all living allies within a 60-foot radius. The first time a warded creature is affected by a [death] effect, an effect that would inflict negative energy damage or negative levels, or any effect which is derived from negative energy (such as the ability-draining attacks of some undead, for example), the effect is negated and the ward is discharged for that creature. The positive energy ward lasts for five minutes or until discharged.

    ETERNAL REST [Divine]
    You can set even the unquiet dead to rest with a word and a gesture.
    Prerequisites: Divine channeling ability such as Divine Surge or Turn Undead, Last Rites, Heal 19 ranks
    Benefit: You can now administer last rights from Close range. Additionally, you can now use last rites to release tormented spirits that have been denied access to the afterlife, such as ghosts, haunts, the essence trapped by a devourer, or the guardian souls of a death giant. Unquiet spirits receive a saving throw (see Last Rites for details), and trapped spirits save as attended objects (using the saving throw of the creature binding them). If you wish, any creature that receives last rites can be granted eternal rest; the creature is forever dead, and will not return to life even if powerful magic such as miracle, wish, or true resurrection is used.

    FONT OF LIFE
    You are an unending font of positive energy.
    Prerequisites: able to channel positive energy, Divine Surge, Divine Surge: Positive Energy Ward
    Benefit: You are continuously protected from [negative energy] and [death] effects as if by the death ward spell. You do not suffer Constitution loss when you cast the death pact spell on yourself. Font of Life is a supernatural effect.

    HEALING BUFFER
    You can use your curative magic to buttress your allies against future injuries.
    Prerequisite: Healing Hands, caster level 13th
    Benefit: When one of your Conjuration (healing) spells would heal damage in excess of the target’s current injuries, the excess healing is gained as temporary hit points, up to a maximum of the 50% of the creature’s full normal hit point total. These temporary hit points last for one hour. Temporary hit points gained from multiple sources (whether the same or a different source) overlap and do not stack.

    IMPENETRABLE CASTING
    You have perfected the art of defensive spellcasting.
    Prerequisites: Effortless Healing, Concentration 8 ranks
    Benefit: You no longer provoke attacks of opportunity for your spellcasting.
    Normal: Casting a spell distracts you from your defenses, provoking an attack of opportunity.

    LAST RITES [Divine]
    You can administer last rites to a dead creature, allowing its soul to depart unhindered to its final destination.
    Prerequisites: Divine channeling ability such as Divine Surge or Turn Undead, Heal 15 ranks
    Benefit: Administering last rites is a full-round action that provokes attacks of opportunity. Expend a use of your divine channeling ability and touch the target dead creature to administer the last rites. Dead creatures who have received last rites will not return as undead, even if subjected to a spell such as animate dead.

    Dead creatures that are currently in possession of another creature that is unwilling to permit the rite (e.g. the bodies pinned to a carcass crab or corpse gatherer) receive a saving throw using the possessing creature’s save modifier (as if they were attended objects), and the healer may need to succeed on a melee attack to touch the dead creature. Dead creatures that would normally return to life under their own power (such as a lich or a xorvintaal dragon with the rejuvenation ability) are entitled to a save as well. Other sorts of dead creatures do not receive a saving throw.

    The save DC is Fortitude based (DC = 10 + ½ character level + Charisma modifier). A healer with at least 5 ranks in Knowledge (religion) gains a +2 to the save DC of this ability. Last Rites is a supernatural ability.
    Last edited by jiriku; 2015-10-29 at 04:41 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
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    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.