Druid Healing Variant


Homebrew and House Rules


Noticing the lack of a variant upon the druid class that makes them a viable 1st tier healer, I decided to try my hand at it and this is what I have come up with so far.

I'm undecided as to what to call this variant as of yet, but it centers around the theme of the forest being a nurturing place, and the healing properties of plants.

1st Level - Nurturing Gift: the Druid gains access to the Healing Domain. This ability replaces Wild Empathy.

4th Level - Wild Bloom: All healing spells cast cause the target to continue to heal for amount equal to the druid's Wisdom modifier for a number of rounds equal to there druid level. This ability replaces Wild Shape.

4th Level - Stalwart Growth: Druid gains +4 for concentration checks while casting healing spells in combat. Essentially, the feat Combat Casting. This ability replaces Resist Nature's Lure.

6th Level – Fertile Growth: When ever you cast a cure spell, the maximum number of hit points healed is based your Druid level, not the limit based on the spell. Exactly like the Oracle Mystery – Enhanced Cures. This ability replaces Wild Shape.

8th Level – Wild Shape. At 8th level all uses of the Wild shape ability function as if the druid were 4 levels lower, unless they are taking the form of a plant creature, then it functions as if they where 2 levels higher. When in the form of a plant creature the druid gains the feat Natural Spell, even if they do not meet the prerequisites of the feat. In all other ways this functions as a normal druid's 8th level Wild Shape ability.

Have a look and tell me what you think.


Seems fine.


Janiel Dactian wrote:

Noticing the lack of a variant upon the druid class that makes them a viable 1st tier healer, I decided to try my hand at it and this is what I have come up with so far.

I'm undecided as to what to call this variant as of yet, but it centers around the theme of the forest being a nurturing place, and the healing properties of plants.

1st Level - Nurturing Gift: the Druid gains access to the Healing Domain. This ability replaces Wild Empathy.

4th Level - Wild Bloom: All healing spells cast cause the target to continue to heal for amount equal to the druid's Wisdom modifier for a number of rounds equal to there druid level. This ability replaces Wild Shape.

4th Level - Stalwart Growth: Druid gains +4 for concentration checks while casting healing spells in combat. Essentially, the feat Combat Casting. This ability replaces Resist Nature's Lure.

6th Level – Fertile Growth: When ever you cast a cure spell, the maximum number of hit points healed is based your Druid level, not the limit based on the spell. Exactly like the Oracle Mystery – Enhanced Cures. This ability replaces Wild Shape.

8th Level – Wild Shape. At 8th level all uses of the Wild shape ability function as if the druid were 4 levels lower, unless they are taking the form of a plant creature, then it functions as if they where 2 levels higher. When in the form of a plant creature the druid gains the feat Natural Spell, even if they do not meet the prerequisites of the feat. In all other ways this functions as a normal druid's 8th level Wild Shape ability.

Have a look and tell me what you think.

Nurturing gift: like it

Wild Bloom: [edit nvm read it wrong, like it]

Stalwart/Fertile Growth: like it, but would also like to see an ability that lets you cast healing spells without provoking, like the true healer cleric.

not sure what to think about the wild shape


1st Level - Nurturing Gift: the Druid gains access to the Healing Domain. This ability replaces Wild Empathy

Is to strong all the other swap out nature bond for a domanin.


Janiel Dactian wrote:
1st Level - Nurturing Gift: the Druid gains access to the Healing Domain. This ability replaces Wild Empathy.

Very powerful trade.

Janiel Dactian wrote:
4th Level - Stalwart Growth: Druid gains +4 for concentration checks while casting healing spells in combat. Essentially, the feat Combat Casting. This ability replaces Resist Nature's Lure.

I'd say this is a neutral trade.

You are trading in a powerful, but infrequent ability for a useful and self controlled ability.

Janiel Dactian wrote:

4th Level - Wild Bloom: All healing spells cast cause the target to continue to heal for amount equal to the druid's Wisdom modifier for a number of rounds equal to there druid level. This ability replaces Wild Shape.

6th Level – Fertile Growth: When ever you cast a cure spell, the maximum number of hit points healed is based your Druid level, not the limit based on the spell. Exactly like the Oracle Mystery – Enhanced Cures. This ability replaces Wild Shape.

8th Level – Wild Shape. At 8th level all uses of the Wild shape ability function as if the druid were 4 levels lower, unless they are taking the form of a plant creature, then it functions as if they where 2 levels higher. When in the form of a plant creature the druid gains the feat Natural Spell, even if they do not meet the prerequisites of the feat. In all other ways this functions as a normal druid's 8th level Wild Shape ability.

These three are delaying and lessening Wild Shape (unless plant) while vastly increasing healing potential.

At level 4, an 18 WIS druid will heal with a Cure Light Wounds spell for a total of 1d8 + 4 (level) + 4 (WIS) x 4 (level) = 1d8 + 20 hitpoints.

At level 8, a 20 WIS druid will heal with a Cure Light Wounds spell for of 1d8 + 8 (level) + 5 (WIS) x 8 (level) = 1d8 + 48 hitpoints.

At level 10, one Mass Cure Light Wounds spell could everyone in the party for a total of ~64 hitpoints.

If the healing sacrificed Wild Shape completely, I'd say it may be a neutral. But, given that you can still Wild Shape, albeit later, then I'd say this was a strong trade.

***************************************

In summary, I think this is a very powerful archetype.

Some mods I suggest:

- spontaneous cast cure spells instead of summon spells

- treat the Druid pet ability as level - 3 (minimum level 1) to help balance the 1st level domain gain ability

- ditch Wild Shape completely, or shorten the Fast Healing effect you grant with the healing spells to perhaps 2 to 3 rounds max


Rory wrote:
Janiel Dactian wrote:
1st Level - Nurturing Gift: the Druid gains access to the Healing Domain. This ability replaces Wild Empathy.

Very powerful trade.

Janiel Dactian wrote:
4th Level - Stalwart Growth: Druid gains +4 for concentration checks while casting healing spells in combat. Essentially, the feat Combat Casting. This ability replaces Resist Nature's Lure.

I'd say this is a neutral trade.

You are trading in a powerful, but infrequent ability for a useful and self controlled ability.

Janiel Dactian wrote:

4th Level - Wild Bloom: All healing spells cast cause the target to continue to heal for amount equal to the druid's Wisdom modifier for a number of rounds equal to there druid level. This ability replaces Wild Shape.

6th Level – Fertile Growth: When ever you cast a cure spell, the maximum number of hit points healed is based your Druid level, not the limit based on the spell. Exactly like the Oracle Mystery – Enhanced Cures. This ability replaces Wild Shape.

8th Level – Wild Shape. At 8th level all uses of the Wild shape ability function as if the druid were 4 levels lower, unless they are taking the form of a plant creature, then it functions as if they where 2 levels higher. When in the form of a plant creature the druid gains the feat Natural Spell, even if they do not meet the prerequisites of the feat. In all other ways this functions as a normal druid's 8th level Wild Shape ability.

These three are delaying and lessening Wild Shape (unless plant) while vastly increasing healing potential.

At level 4, an 18 WIS druid will heal with a Cure Light Wounds spell for a total of 1d8 + 4 (level) + 4 (WIS) x 4 (level) = 1d8 + 20 hitpoints.

At level 8, a 20 WIS druid will heal with a Cure Light Wounds spell for of 1d8 + 8 (level) + 5 (WIS) x 8 (level) = 1d8 + 48 hitpoints.

At level 10, one Mass Cure Light Wounds spell could everyone in the party for a total of ~64 hitpoints.

If the healing sacrificed Wild Shape completely, I'd say it...

Yes, but healing sucks. So it's fine.

Although Nurturing Gift should replace Nature Bond.

And Wild Bloom should be held back a bit...

Ok, so maybe I didn't read this carefully at first.

I agree with most of what Rory is saying.

Grand Lodge

Janiel Dactian wrote:

Noticing the lack of a variant upon the druid class that makes them a viable 1st tier healer, I decided to try my hand at it and this is what I have come up with so far.

***and other stuff***

Balance and design wise I see nothing wrong, but it rubs me raw.. Druids shouldn't be like healer clerics to me, they should be more balance oriented or perhaps more towards the "natural selection" mode of thought.

I don't have a problem with the Druid as a healer, but but a Druid whose focus is primarily healing seems to break the theme to me. Maybe it's my old school thought that most communities only see a Druid when a great natural imbalance has stirred his wrath or that he's looking for help to correct.

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