Max Healing (3.5e Optimized Character Build)
Introduction
This is a build that I built while in school. This build is to HEAL and HEAL only! played it as a Human and it was beautiful.
References
Dungeon Master's Guide (hierophant class)
Miniatures Handbook (healer class, second wind feat)
Heroes of Battle (combat medic class)
Complete Divine (augment healing, practiced spell caster feats)
Races of the Wild (magic of the land feat)
Complete Champion (touch of healing feat)
Game Rule Components
Race
Human
Classes
Healer, Hierophant, Combat Medic
Alignment
Any Good
Spell list of Healer in the book
Healer Spell List Healers choose their spells from the following list. 0 Level: create water, cure minor wounds, deathwatch, detect magic,detect poison, light, mending, purify food and drink, read magic. 1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals. 2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration. 3rd Level: close wounds*, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status. 4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea*. 5th Level: atonement, break enchantment, mass cure moderate wounds, raise dead, revivify*, stone to flesh, true seeing. 6th Level: greater restoration, heal, heroes’ feast, mass cure serious wounds, regenerate. 7th Level: mass cure critical wounds, repulsion, resurrection. 8th Level: discern location, holy aura, mass heal. 9th Level: foresight, gate, true resurrection.
Items
Progression
Starting Ability Scores : Str 12 Dex 16 Con 17 Int 14 Wis 17 Cha 17
ECL | Class/HD/LA | Base Attack Bonus |
Saving Throws | Feats | Class Features |
Special | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | Healer 1 | +0 | +2 | +0 | +2 | augment healing(+ Combat Casting if Human) | Healing Hands | |
2nd | Healer 2 | +1 | +3 | +0 | +3 | skill Focus (Heal) | ||
3rd | Healer 3 | +1 | +3 | +1 | +3 | Dodge | Cleanse paralysis | |
4th | Healer 4 | +2 | +4 | +1 | +4 | Cleanse disease | ||
5th | Healer 5 | +2 | +4 | +1 | +4 | Cleanse fear | ||
6th | Healer 5 Combat Medic 1 | +2 | +4 | +3 | +4 | Empowered Spell | Healing Kicker(sanctuary) | +1 to spellcasting class |
7th | Healer 5 Combat Medic 2 | +3 | +4 | +4 | +4 | Defensive casting, Field healer | +1 to spellcasting class | |
8th | Healer 5 Combat Medic 3 | +3 | +5 | +4 | +5 | Healing Kicker(Reflex saves), Mobility | +1 to spellcasting class | |
9th | Healer 5 Combat Medic 4 | +4 | +5 | +5 | +5 | magic of the land | Evasion | +1 to spellcasting class |
10th | Healer 5 Combat Medic 5 | +4 | +5 | +5 | +5 | Healing Kicker(aid), spontaneous heal | +1 to spellcasting class | |
11th | Healer 6 Combat Medic 5 | +5 | +6 | +6 | +6 | Cleanse poison | ||
12th | Healer 7 Combat Medic 5 | +5 | +6 | +6 | +6 | Touch of Healing | Effortless healing | |
13th | Healer 8 Combat Medic 5 | +6 | +7 | +6 | +7 | Unicorn companion | ||
14th | Healer 8 Combat Medic 5 Hierophant 1 | +6 | +9 | +6 | +9 | faith healing | ||
15th | Healer 8 Combat Medic 5 Hierophant 2 | +7 | +10 | +6 | +10 | Practiced spell Caster (Healer) | divine reach | |
16th | Healer 8 Combat Medic 5 Hierophant 3 | +7 | +10 | +7 | +10 | divine reach | ||
17th | Healer 8 Combat Medic 5 Hierophant 4 | +8 | +11 | +7 | +11 | Spell-like Ability | ||
18th | Healer 8 Combat Medic 5 Hierophant 5 | +8 | +11 | +7 | +11 | Second Wind | Spell-like Ability | |
19th | Healer 9 Combat Medic 5 Hierophant 5 | +8 | +11 | +8 | +11 | Cleanse blindness | ||
20th | Healer 10 Combat Medic 5 Hierophant 5 | +9 | +12 | +8 | +12 | Cleanse spirit |
Other Components
Anything not covered by the previous sections.
Highlights
Very nice and large Heals.
Munchkin-Size Me
Be an Aasimar which will give you a +2 to both Wis and Cha which really helps.
Side Notes
Overview of additional info about this build.
Limitations
Armor oath and small weapon selection and Very narrow spell list.
DM Counters
Anti-magic zones or massive damage.
Miscellaneous
Any other side notes that don't fit in the above sections.
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