4. ClassesHealer

Hit Points

  • At level 1: 8 + your Constitution Bonus
  • At higher levels: 1d8(5) + your Constitution Bonus

Proficiencies

  • Armor: light armor
  • Shields: light shields
  • Tools: one tool of your choice
  • Saving Throws: Wisdom or Mind
  • Skills: Medicine

Starting Equipment

Class Traits

Class Spellcasting. Upon taking this class, you gain Class Spellcasting as described in the Class vs. Job Spellcasting section.

Gifted Healer. (Cross-class) Your healing actions are more potent than others' thanks to your penchant for restoration. Whenever you restore a creature's hit points or grant a barrier, add your proficiency bonus to the total. Additionally, you may re-roll a healing die once and take the higher result but must finish a Rest before doing so again. Beginning at level 7, you may use this trait twice before needing to Rest.

Surecast. By level 2, you have learned how to sharpen your focus in the midst of combat. While in combat, you have Advantage on Concentration saving throws. Additionally, you may choose to succeed against an effect that would interrupt your cast or Concentration but must finish a Long Rest to do so again.