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{{Dungeons & Dragons character class}}


In the [[Dungeons & Dragons]] [[role-playing game]], the '''healer''' is one of the optional character classes. The healer is the heart of an adventuring party, with their powers they can heal the wounded and bolster the spirits of those around them. The Warcraft campaign setting covers the game mechanics of healers. A different version of the healear appeared in the [[Miniatures Handbook]].
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==Third edition==
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While there are no specific [[Game mechanics (Dungeons & Dragons)#Ability score|ability score]] requirements, a healer character is still expected to have high scores in order to be effective. These abilities are:
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* Wisdom: To power the healer's divine spells and will saving throws.
* Charisma: To use various skills of the healer (some social skills may compensate its weak fighting capabilities).

The healer class is available to all races, though most healers are still human. It is a very uncommon class among the savage humanoids (they tend to use more the cleric and the druid).

Healers aren't required to be of any alignment. The alignment of a healer determines which of the abilities "healing touch" or "evil touch" is received.

Healers are only proficient in the use of simple weapons and light armor, and have no offensive spells on their spell lists.

Healers are quite different from the [[Druid (Dungeons & Dragons)|Druids]] and the [[Cleric (Dungeons & Dragons)|Clerics]] in that they don't have the supernatural abilities or the fighting skills of either. Instead they are experts in the arts of healing as the [[Wizard (Dungeons & Dragons)|Wizards]] in the arts of magic.

==Miniatures Handbook==
The healer presented in the ''Miniatures Handbook'' is a divine spellcaster similar to the [[cleric (Dungeons & Dragons)|cleric]]. The healer's spell list focuses on healing spells and spells that remove conditions such as fatigue, fear, and paralysis. In addition, healers gain a number of supernatural abilities that duplicate such spells. As the advance, they gain the services of a celestial companion, usually a unicorn.

Like [[Druid (Dungeons & Dragons)|druids]], healers are prohibited from wearing metal armor; healers are further prohibited from using shields. Healers are also required to be of a good [[alignment (Dungeons & Dragons)|alignment]], and may not refuse to heal an ally or good-aligned creature.

The inherent class ability of a healer to add their Charisma bonus to Conjuration (Healing) spells makes a potent class ability. A healer with a Charisma score of 18 casting Cure Minor Wounds heals 5 hit points, and Cure Light wounds for 1d8+5 hit points at first level.

Healers are limited in spellcasting; however, they receive healing and protection spells of higher levels before clerics of an equivalent character level.

===Source===
*{{cite book
| last = Donais
| first = Michael
| coauthors = Skaff Elias, Rob Heinsoo, Jonathan Tweet
| title = [[Miniatures Handbook]]
| publisher = [[Wizards of the Coast]]
| date = 2003
| pages = pp. 8-11
| id = ISBN 0-7869-3281-3 }}


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[[Category:Dungeons & Dragons character classes]]
[[Category:Dungeons & Dragons character classes]]


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Revision as of 00:49, 11 May 2020

In the Dungeons & Dragons role-playing game, the healer is one of the optional character classes. The healer is the heart of an adventuring party, with their powers they can heal the wounded and bolster the spirits of those around them. The Warcraft campaign setting covers the game mechanics of healers. A different version of the healear appeared in the Miniatures Handbook.

Third edition

While there are no specific ability score requirements, a healer character is still expected to have high scores in order to be effective. These abilities are:

  • Wisdom: To power the healer's divine spells and will saving throws.
  • Charisma: To use various skills of the healer (some social skills may compensate its weak fighting capabilities).

The healer class is available to all races, though most healers are still human. It is a very uncommon class among the savage humanoids (they tend to use more the cleric and the druid).

Healers aren't required to be of any alignment. The alignment of a healer determines which of the abilities "healing touch" or "evil touch" is received.

Healers are only proficient in the use of simple weapons and light armor, and have no offensive spells on their spell lists.

Healers are quite different from the Druids and the Clerics in that they don't have the supernatural abilities or the fighting skills of either. Instead they are experts in the arts of healing as the Wizards in the arts of magic.

Miniatures Handbook

The healer presented in the Miniatures Handbook is a divine spellcaster similar to the cleric. The healer's spell list focuses on healing spells and spells that remove conditions such as fatigue, fear, and paralysis. In addition, healers gain a number of supernatural abilities that duplicate such spells. As the advance, they gain the services of a celestial companion, usually a unicorn.

Like druids, healers are prohibited from wearing metal armor; healers are further prohibited from using shields. Healers are also required to be of a good alignment, and may not refuse to heal an ally or good-aligned creature.

The inherent class ability of a healer to add their Charisma bonus to Conjuration (Healing) spells makes a potent class ability. A healer with a Charisma score of 18 casting Cure Minor Wounds heals 5 hit points, and Cure Light wounds for 1d8+5 hit points at first level.

Healers are limited in spellcasting; however, they receive healing and protection spells of higher levels before clerics of an equivalent character level.

Source

  • Donais, Michael (2003). Miniatures Handbook. Wizards of the Coast. pp. pp. 8-11. ISBN 0-7869-3281-3. {{cite book}}: |pages= has extra text (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)