Home >Classes >NPC Classes >Adept >Archetypes >Librarians & Leviathans Adept Archetypes >

Community Healer

The divide between herbalism, alchemy and magic is a narrow one, and in small communities often an irrelevant technicality. A community healer has learned to create balms, powders and tinctures that surpass everyday household medicine. They are respected and valued measures of their community, offering preventative treatments that keep neighbours in good health.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 3d6 x 10gp (average 105gp).

Class Skills

The community healer’s class skills are Craft (Int), Diplomacy (Cha) Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Editor’s Note

To add some flavor to your adept, look at Adept Boons

Table: Community Healer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Extracts per Day
0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2

Alchemy, healer’s calling, healing ken +1

3 1
2nd +1 +0 +0 +3 Summon familiar 3 1
3rd +1 +1 +1 +3 Brew medicines 3 2
4th +2 +1 +1 +4 Healing ken +2 3 2 0
5th +2 +1 +1 +4 Renowned healer 3 2 1
6th +3 +2 +2 +5 Good health +1 3 2 1
7th +3 +2 +2 +5 3 3 2
8th +4 +2 +2 +6 Healing ken +3 3 3 2 0
9th +4 +3 +3 +6 3 3 2 1
10th +5 +3 +3 +7 Good health +2 3 3 2 1
11th +5 +3 +3 +7 3 3 3 2
12th +6/+1 +4 +4 +8 Healing ken +4 3 3 3 2 0
13th +6/+1 +4 +4 +8 3 3 3 2 1
14th +7/+2 +4 +4 +9 Good health +3 3 3 3 2 1
15th +7/+2 +5 +5 +9 3 3 3 3 2
16th +8/+3 +5 +5 +10 Healing ken +5 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 Good health +4 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 Healing ken +6 3 3 3 3 3 2

Class Features

All of the following are class features of the community healer archetype.

Weapon and Armor Proficiency

Community healers are skilled with all simple weapons. Community healers are not proficient with any type of armor or shield.

Alchemy

A community healer can prepare an extract of any formula she knows. To learn or use an extract, a community healer must have a Wisdom score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a community healer’s extract is 10 + the extract level + the community healer’s Wisdom modifier.

A community healer learns her formulae by divine or mystic revelation. Unlike an alchemist, she doesn’t use a formula book, and she can’t teach her formulae to others. A community healer can prepare and use any extract on her formula list, providing she is able to prepare extracts of that level.

Like other spellcasters, a community healer can prepare only a certain number of extracts of each spell level per day. Her base daily extract allotment is given on Table: Community Healer. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Where Table: Community Healer indicates that the community healer gets 0 extracts per day of a given spell level, she gains only the bonus extracts she would be entitled to based on her Wisdom score for that spell level.

A community healer can spend a feat to gain the infusion alchemist discovery.

Healer’s Calling (Sp)

At 1st level, a community healer can channel her gifts into healing power. The community healer can “lose” any prepared extract that is not an orison, or any unused extract slot, in order to grant divine healing. She heals damage equal to her caster level + 1d8 per level of the converted extract. This is a divine spell-like ability.

Healing Ken (Su)

A community healer knows well how to treat injuries and sickness without the use of magic. Whenever she uses the Heal skill to treat deadly wounds or provide long-term care, she heals 1 additional point of damage. Whenever she successfully treats poison or disease, the bonus she grants on the saving throw increases by 1. These benefits increase by 1 at 4th level and every 4 levels thereafter.

Summon Familiar (Su)

At 2nd level, a community healer can call a familiar, just as a wizard can using the arcane bond ability.

Brew Medicines (Ex)

At 3rd level, a community healer can create potions of any conjuration (healing) spell she can cast, as though she had the Brew Potion feat.

Every day, she can brew a number of free medicines using ingredients she forages. The value of the ingredients is 5gp x her class level. She can also use these ingredients to create alchemical remedies. Medicines created in this way are of lower quality, and any beneficial variable effects are minimised (as though each die rolled a 1).

Good Health (Ex)

At 6th level, a community healer’s diligence improves the health of the whole community. Creatures dwelling in the community for at least one month gain a +1 bonus on saving throws against disease while they remain there and for 1 week after leaving. If using the Kingdom Building rules, the community healer also grants this bonus on kingdom checks against the Plague event and any other health-related event. The bonus increases by 1 at 10th level and every 4 levels thereafter.

Renowned Healer (Ex)

At 5th level, a community healer gains a respected reputation. This is identical to the renown class feature, but the community healer is always considered to be in her social identity.

The community healer is able to establish a medical garden or similar resource, and receives ingredients donated by the community. The value of free ingredients she receives each day for her brew medicines class feature increases to 10gp x her class level.

Community Healer Spell List

A community healer’s spell list is as follows (some spells are of limited use without the Infusion discovery):

0th Level: bleed, blisterbalm*, breeze, detect magicdetect poison, guidance, light, prestidigitation, purify food and drink, read magic, stabilize, storm lanternIW, touch of fatigue, virtue

1st level: cure light wounds, diagnose disease, endure elements, fastidiousness, hibernate, instant clot, linked legacy, polypurpose panacea, positive pulse, preserve, protection from alignment, remove sickness, scarify

2nd level: accept affliction, aid, bear’s endurance, calm emotions, cat’s grace, communal delay poison, curative distillation, cure moderate wounds, death knell, delay disease, delay pain, delay poison, detect charm, healing token, lesser restoration, life pact, placebo effect, remove paralysis, resist energy, sense madness, soothing word, status, xerophyteIW, yeoman’s prophecyIW

3rd level: communal endure elements, contagion, cure serious wounds, lesser age resistance, nap stack, neutralize poison, purifying rain, remove blindness/deafness, remove disease, repel vermin, siphon might, suppress charms and compulsions

4th level: age resistance, break enchantment, cure critical wounds, purify body, remove radioactivity, restoration, rigor mortis, symbol of healing

5th level: breath of life, cleanse, communal neutralize poison, greater age resistance, heal, mass bear’s endurance, raise dead, withdraw affliction

Section 15: Copyright Notice

So You Want To Be An Adept, © 2021, Librarians & Leviathans.