Legends of Belariath



Healers, with their affinity to the art of preserving life, can choose to take a path of righteousness or a plight among this land, doing their duties but for the coin they can get or hiring themselves and their skills to the highest bidder. They can repair what within the body has become broken, twisted or perhaps ripped apart by some wolven's lashing. Or they can chose to ignore the pain and suffering seen around them until either their talents within the healing arts is challenged or perhaps some woeful soul's tale had them kneeling to press a knowing hand and heart to the task set before them. Do not underestimate any healer's knowledge nor perhaps how deep their heart may resonate. They've trained their whole lives to have the knowledge to see, understand and help sooth what ails you. They also have the ability to lend that knowledge or laugh aloud at the one that had scoffed at them earlier for being the weaker link on the tree of strength.

Character Creation

Allowable Races: Barbarian, Cat People, Centaurs, Chirots, Drak Sen (Bejeweled/Metallic), Dwarves, Elves(Dark/Sylvan/High), Fae, Halflings, Humans, Merfolk, Minotaur, Nymphs, Pixies/Nixies, Satyrs, Sheyka, Sithians, Swan Maidens, Torian, The Tribe, Vulpine, Wemic, Wolven

Qualifying Classes: Can dual only with: Bard, Druid, Hierophant, Cleric, Priest/Priestess, Water Mage, Seductress, Artisan, Entertainer, Layman

Type of Class: Magical

Spell Spheres Allowed: Healing and Common (Non-Combat only)

Armor: A

Weapons: A

Class Bonus Stats:

Bonus Stats 1 2 1 3 4 0 0


Healers, with their affinity to the art of preserving life, can choose to take a path of righteousness and use their powers, and unfathomable understanding of the anatomies of each race, for good - healing those who are sick or injured out of a sense of respect for life. The more benevolent healer, grants his or her services to all without discrimination. Humane and virtuous, yet rare, a complete deviation from the overall brutality, and selfishness of their vicious world.

There are, however, those who instead of aberration, prefer to conform. Who have chosen to use their extensive knowledge to better their position in life. Who might use their skills for a different, more nefarious purpose - making others sick, in order to charge money to cure the victim. To knowingly inflict disease in order to accumulate wealth and fame in it's healing. There are those who delight in the pain of others, and seek to increase the agony and discomfort of their patients. Through unorthodox and sometimes torturous methods, alleviate their patient's illness.

Whatever their intentions may be; noble, or insidious, their methods must prove efficient. No coin or prestige is to be earned, if they simply torture their patients, with little regards to actually healing their ailments.


A Healer has a job, to tend to the sick and the injured. While he or she may be as selective as they wish, choosing who to grant their services to, they must display adept knowledge regarding the actual healing of their patient, as well as the different bone structures, and anatomies of each race. Hardly a small task, requiring years of study and dedication. Due to the darkness of their world, they are called upon regularly, and for their efforts, have gained profound respect from all whom inhabit it.


Taboo Target
The very nature of the healer makes them a taboo target for many out there, even if it is on a subconscious level. Most believe the gods will curse the one who kills those who find their purpose in returning life to others.

Purely a role play effect that should be played up by the opponents of the healer and will make them less likely to actually kill a healer, usually preferring to merely leave them wounded and unconscious.

A healer may not be equipped to stop a mortal blow from being dealt to a companion through force of arms, but are often among the rare few who'd ever be willing to step into the path of one. Not only are healers incredibly quick at making the impulsive decision to take a blow meant for another, but they're also uniquely equipped to do so in the least damaging way possible to them, given their deep anatomical awareness.

Mechanics: Once per instance of group-combat, a healer can announce the use of this ability when an ally/other combatant fails their defense roll. So long as it is announced before a !damage roll is made, the result of that !damage roll is reduced by 10% for every time healer is selected, and dealt to the healer instead. Cannot be used on spells/attacks that don't incorporate a damage-roll. The healer must be fighting in the same room/area as the ally they intend to aid, and Sacrifice cannot be used to intervene on a fight in which the healer isn't already engaged without OOC permission from the attacking party. Using Sacrifice costs the healer their following attack round. Event runner's permission required to use in a !qdice scenario


Aversion to Death
Despite how diabolic the healer may perceive themselves; They are unable to deprive the life of another in malice. There are times when death is necessary, in terms of self defense, or, perhaps even accidental and in this case the healer is capable of this despicable act. This does not pertain to a patient in their care dying, nor the deliberate infliction of disease, but actual combat.

Please note, that while anyone taking Healer Class is not restricted from taking damage-inducing spells, if they are caught going over board or acting outside a healer's core mindset, they can and will be asked to reset to properly reflect the character's new set of moral boundaries as a consequence.

Do No Harm
The benign nature of healing-craft is a tremendous boon to the world of Belariath, and those who practice it always share that nature, albeit to varying extents. The more in touch with that nature a healer is in the moment, the less capable they'll be of doing harm to another, rendering them all the more ineffective in combat.

Mechanics: For every time Healer is selected as a class, the healer may suffer -1 to any attacks they attempt, maxing at -7. This penalty is only suffered if the healer has used or may use Sacrifice in that combat scene. If the healer chooses to make any attack in a combat scene that doesn't suffer this penalty, they cannot use Sacrifice for its duration, and the penalty must be applied if the healer enters combat with Sacrifice.