An experiment in creating a brand new class for D&D.

Healer

Table: The Healer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +0 +2 +0+2 Healing touch +5
2nd +1 +3 +0+3 Healing touch +10
3rd +2 +3 +1+3 Remove disease 1/day
4th +3 +4 +1+4 Healing touch +60
5th +3 +4 +1+4 Remove blindness/deafness
6th +4 +5 +2+5 Healing touch +120
7th +5 +5 +2+5 Remove disease 2/day
8th +6/+1 +6 +2+6 Healing touch +200
9th +6/+1 +6 +3+6 Mass cure light wounds
10th+7/+2 +7 +3+7 Healing touch +250
11th+8/+3 +7 +3+7 Remove disease 3/day
12th+9/+4 +8 +4+8 Healing touch +300
13th+9/+4 +8 +4+8 Mass cure serious wounds
14th+10/+5 +9 +4+9 Healing touch +350
15th+11/+6/+1 +9 +5+9 Remove disease 4/day
16th+12/+7/+2 +10+5+10Healing touch +400
17th+12/+7/+2 +10+5+10Mass heal
18th+13/+8/+3 +11+6+11Healing touch +450
19th+14/+9/+4 +11+6+11Remove disease 5/day
20th+15/+10/+5+12+6+12Healing touch +500

The healer specializes in channeling positive energy to heal wounds and cure diseases. This ability is a blend of the talents exhibited by the cleric and the paladin.

Healing Touch (Su): When laying your hand upon a living creature, you channel positive energy that heals its wounds. Each day you can heal a total number of hit points of damage equal to your healing touch bonus + (healer level × Cha modifier). You may choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your healing touch is a standard action. Healing touch may be used on yourself.

Since undead are powered by negative energy, healing touch deals damage to them instead of healing their wounds. Using healing touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. You decide how much of your daily allotment of of points to use as damage after successfully touching an undead creature.

Mass Cure Serious Wounds (Sp): At 15th level, the healer can perform mass healing for serious wounds. This works as the spell cure serious wounds, mass and he may use it a number of times per day equal to 3 + Charisma modifier. Caster level 15th. This is in addition to the per-day limits of mass healing, light.

Mass Cure Light Wounds (Sp): At 9th level, the healer gains the ability to heal light wounds en masse. This works as the spell cure light wounds, mass and he may use it a number of times per day equal to 3 + Charisma modifier. Caster level 9th.

Mass Heal (Sp): At 17th level, a healer can sacrifice one or more mass cure light wounds or mass cure serious wounds uses to instead perform heal, mass as the spell.

Remove blindness/deafness (Sp): At 5th level, a healer can sacrifice one of his remove disease uses per week to instead perform remove blindness/deafness, as the spell.

Remove Disease (Sp): At 3rd level, a healer can produce a remove disease effect, as the spell, once per week. He can use this ability one additional time per week every four levels after 3rd (twice per week at 7th, three times at 11th, and so forth).

Notes

Table: Cleric Base Spontaneous Cure Totals by Level
LevelCureMass Cure
1st 1d8+1 (5 hp)
2nd 2d8+4 (13 hp)
3rd 4d8+9 (27 hp)
4th 7d8+20 (50 hp)
5th 10d8+30 (75 hp)
6th 15d8+45 (112 hp)
7th 20d8+62 (152 hp)
8th 27d8+84 (205 hp)
9th 29d8+102 (232 hp)1d8+9 (13 hp)
10th33d8+110 (258 hp)2d8+20 (29 hp)
11th37d8+142 (308 hp)4d8+33 (51 hp)
12th37d8+150 (316 hp)7d8+60 (91 hp)
13th44d8+179 (377 hp)10d8+78 (123 hp)
14th44d8+187 (385 hp)15d8+108 (175 hp)
15th46d8+210 (417 hp)20d8+150 (240 hp)
16th46d8+214 (421 hp)27d8+192 (313 hp)
17th50d8+235 (460 hp)29d8+219 (349 hp)
18th50d8+240 (465 hp)33d8+247 (395 hp)
19th50d8+245 (470 hp)37d8+303 (469 hp)
20th50d8+250 (475 hp)41d8+340 (524 hp)