"Sleep now, and suffer no longer. I will ease your pain and cure your sickness. Your work is done for now, so rest."

The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the healer. One of the healer’s great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid. Empathetic, a healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. Her way with animals wins her friends among otherwise savage creatures of the wild.

Alignment: Any Good.

Hit Die: d8

Class Skills: (4 + Int modifier per level, ×4 at 1st level)

Concentration (Con), Craft(Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Level BAB Fort Save Reflex Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Healing Hands 4 3 - - - - - - - -
2nd +1 +3 +0 +3 Skill Focus (Heal) 4 4 - - - - - - - -
3rd +1 +3 +1 +3 Cleanse Paralysis 5 4 3 - - - - - - -
4th +2 +4 +1 +4 Cleanse Disease 5 4 4 - - - - - - -
5th +2 +4 +1 +4 Cleanse Fear 5 5 4 3 - - - - - -
6th +3 +5 +2 +5 Cleanse Poison 5 5 4 4 - - - - - -
7th +3 +5 +2 +5 Effortless Healing 6 5 5 4 3 - - - - -
8th +4 +6 +2 +6 Unicorn Companion 6 5 5 4 4 - - - - -
9th +4 +6 +3 +6 Cleanse Blindness 6 6 6 5 5 4 3 - - -
10th +5 +7 +3 +7 Cleanse Spirit 6 6 6 5 5 4 4 - - -
11th +5 +7 +3 +7 - 6 6 6 5 5 4 3 - - -
12th +6/+1 +8 +4 +8 - 6 6 6 5 5 4 4 - - -
13th +6/+1 +8 +4 +8 Cleanse Petrification 6 6 6 6 5 5 4 3 - -
14th +7/+2 +9 +4 +9 - 6 6 6 6 5 5 4 4 - -
15th +7/+2 +9 +5 +9 New Limb 6 6 6 6 6 5 5 4 3 -
16th +8/+3 +10 +5 +10 - 6 6 6 6 6 5 5 4 4 -
17th +8/+3 +10 +5 +10 - 6 6 6 6 6 6 5 5 4 3
18th +9/+4 +11 +6 +11 - 6 6 6 6 6 6 5 5 4 4
19th +9/+4 +11 +6 +11 - 6 6 6 6 6 6 6 5 5 4
20th +10/+5 +12 +6 +12 New Life 6 6 6 6 6 6 6 5 5 4

Class Features:

All of the following are class features of the Healer.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.

Spells: A healer casts divine spells, which are drawn from the healer spell list.

To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Wisdom modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith.

Healers meditate or pray for their spells. Each healer must choose a time at which he must spend 1 hour each day in quiet contemplation or prayer to regain his daily allotment of spells. A healer may cast any spell on the healer spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Healer casts spells spontaneously, though proper prayers are still required to recover spent spell slots.

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Skill Focus (Heal): A healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Cleanse Paralysis (Su): A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.

Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.

Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.

Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.

Effortless Healing (Ex): At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Unicorn Companion (Ex): When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a –4 penalty on attack rolls and weapon
damage rolls.

Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/deafness spell.

Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.

Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.

New Limb (Su): At 15th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.

New Life (Su): Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.


A healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features (except for proficiency with simple weapons and light armor). She cannot thereafter gain levels as a healer until she atones.


The healer’s companion is different from a normal creature of its kind in many ways. The standard companion for a healer is a celestial unicorn. It is superior to a normal celestial unicorn and has special
powers, as described below.

Class Level Bonus HD Natural Armor Adj. Str/Dex/Int Adj. Special
8th –11th +0 +0 +0 Empathic link, improved evasion, share saving throws, share spells
12th –14th +2 +2 +2
15th–17th +4 +4 +2 Devotion
18th–20th +6 +6 +2 Improved speed, spell resistance

Healer’s Companion Basics: Use the base statistics for a creature of the companion’s kind, as given below or in the Monster Manual, but make the following changes:

Healer Level: The character’s healer level, which has a direct effect on the extent of the companion’s special powers.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion’s base attack and base save bonuses. A companion’s base attack bonus is the same as that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).

Natural Armor Adj.: The number noted here is an improvement to the creature’s existing natural armor bonus. It represents the preternatural toughness of a healer’s companion.

Str/Dex/Int Adj.: Add this figure to the companion’s Strength, Dexterity, and Intelligence scores.

Empathic Link (Su): The healer has an empathic link with her companion out to a distance of up to 1 mile. The healer cannot see through the companion’s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the healer has the same connection to an item or place that her companion does, just as with a master and his familiar.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the healer’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the healer might have (such as from magic items or feats).

Share Spells: At the healer’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the healer before the duration expires. Additionally, the healer may cast a spell with a target of “You” on her companion (as a touch range spell) instead of on herself. A healer and her companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).

Devotion (Ex): A companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Speed (Ex): The companion’s base ground speed increases by 10 feet.

Spell Resistance (Su): A companion’s spell resistance equals its master’s healer level + 5.