The Pacifist A wizened man bends over a warrior, his hands hovering inches over the broken bone that splits the skin. While the man’s hands shake with age, he mutters a few words under his breath and the wound closes, the bone setting itself into place and the skin knitting back together. The halfling barely rose to the half-giant’s knee, but somehow the large creature found a way to cry on the halfling’s shoulder, releasing years of pent-up feelings. The halfling smiles knowingly and pats the large man on the back, cooing softly. Blinking in confusion as his parents embraced him, the young girl looked around at the world with new eyes. Her mind had been warped by a demon for the past six years, one that confounded clerics and druids alike, but now she was free. Standing in the corner, one could easily overlook the chubby gnome that grinned knowingly. The world is full of pain and hurt, whether physical, emotional, or spiritual. Many are called to tend to these wounds. The aftermath of a battle is often littered with not only dead, but also clerics of all faiths tending to those in need of care. Scattered among these clerics, one may be lucky enough to find a Pacifist. Beyond Barriers While Clerics and Paladins are tied to the stipulations and rules of their order or god, a Pacifist has no such qualms. They heal any and all in need of care, regardless of religion or race, alignment or aggression. Where there is a wound, a Pacifist will be there to care for it. Some find their wholesale charity offensive, especially when they lay hands upon a rampaging orc horde. Those of a more strict faith often believe the Pacifists too freely distribute their gifts. The Pacifist, however, does not believe it is their role to make moral judgements. They care only for healing a hurt that seems all too prominent. Speak Softly Many Pacifists find themselves in the employ of a city or nation, being rewarded with food and lodging for the services they provide. Others join on with the ranks of an army, hoping to undo some of the damage after the blows have ceased. Adventuring parties that find themselves accompanied by a Pacifist do well to recognize the boon they have been granted. An open mind and heart brings Pacifists to many regions in the world. They are considered a neutral party in times of conflict, and can walk freely through otherwise tense situations. Pacifists draw all types to themselves, encouraging civil discussion and friendly coexistence between even the most diametrically opposed parties. Creating a Pacifist When creating a pacifist, think of what inspired them to take on such a selfless existence. Did they witness some great tragedy or crime and were shocked into preventing all such acts? Were they granted a peace beyond reason by a god of healing and love? Perhaps they eschew the gods altogether, preferring instead to serve the concept of life. Or did they begin life in a clerical role, only to find it too constricting? It may also be helpful to consider how long your Pacifist has been adventuring. Have they seen the horrors of battle more times than they can number, or did they care only for a small farming community? Is your Pacifist old for their race and experienced in healing? Maybe they’re still young, shocked by the pain they see, and blessed with a caring heart beyond measure. Quick Build You can make a Pacifist quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Charisma. Second, choose the Acolyte background.

The Pacifist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Vow of Nonviolence, Spellcasting, Bane to Undead 3 2 2 — — — — — — — — 2nd +2 Nonviolent Aura, Holy Hands 3 2 3 — — — — — — — — 3rd +2 Pacifist Archetype 3 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 4 3 — — — — — — — 5th +3 Stigmata 4 5 4 3 2 — — — — — — 6th +3 Pacifist Archetype Feature 4 6 4 3 3 — — — — — — 7th +3 ─ 4 7 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 8 4 3 3 2 — — — — — 9th +4 ─ 9 6 4 3 3 3 1 — — — — 10th +4 Improved Conduit 5 10 4 3 3 3 2 — — — — 11th +4 Pacifist Archetype Feature 5 11 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 — — — 13th +5 ─ 5 12 4 3 3 3 2 1 1 — — 14th +5 Medical Knowledge 5 13 4 3 3 3 2 1 1 ─ — 15th +5 ─ 5 13 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 14 4 3 3 3 2 1 1 1 1 18th +6 Stigmata 5 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1 20th +6 Pacifist Archetype Feature 5 15 4 3 3 3 3 2 2 1 1 Class Features As a Pacifist, you gain the following class features. Hit Points . Hit Dice:1d8 per Pacifist level Hit Points at 1st Level: 8+ your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Pacifist level after 1st Proficiencies . Armor: None Weapons: None Tools: Herbalism kit . Saving Throws: Wisdom, Charisma Skills: Choose three from Arcana, Insight, Medicine, Perception, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: One simple bludgeoning weapon

An explorer’s pack or a priest’s pack

A herbalism kit Vow of Nonviolence A Pacifist defines themselves by their refusal to cause any harm. As long as they maintain this tenant, the very strength of their will protects them from harm. While you wear no armor and wield no weapons, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. In addition, you have advantage on all saving throws against spells that target you. If you don armor, weild a weapon, or act contrary to the tenant of nonviolence, this ability ceases to function until you cease the offending activity and complete a short or long rest.

Spellcasting The very essence of life flows through you, granting you the ability to cast spells. While this power is divine in nature, it is not tied to any specific god. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this class description for the Pacifist spell list. Cantrips At 1st level, you know three cantrips of your choice from the Pacifist spell list. You learn additional Pacifist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pacifist table. Spell Slots The Pacifist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Pacifist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the Pacifist spell list. The Spells Known column of the Pacifist table shows when you learn more Pacifist spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Pacifist spells you know and replace it with another spell from the Pacifist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Pacifist spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Pacifist spell you cast and when making an attack roll with one. . Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You channel divine magic through your very being, and are not required to utilize a focus. Should you choose to, you may use either an arcane focus or a holy symbol as a spellcasting focus for your Pacifist spells. Bane to Undead Undead are the absolute antithesis to the life energy a Pacifist channels. Any attacks or violent actions towards undead creatures are not considered a violation of your Vow of Nonviolence, nor do they affect your Nonviolent Aura. In addition, any undead you attack are considered vulnerable to all radiant damage you deal to them. If an undead creature is resistant to radiant damage, they take damage as normal. If an undead creature is immune to radiant damage, they are considered resistant to it instead. Holy Hands You can restore health to others with just a touch. At 2nd level, you have access to a pool of healing power that is refueled when you take a short or long rest. Using this pool, you can restore a total number of hit points equal to (your Pacifist level x 5) + your Charisma modifier. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Nonviolent Aura Universally recognized as a creature of peace, other beings find it difficult to strike you. Beginning at 2nd level, as long as you are conscious, any creature that attempts to target you with an attack or harmful spell must make a Wisdom saving throw, with a DC equal to 8 + your Pacifist level + your Charisma modifier. On a failed save, the creature must choose a new target or lose the attack or spell. This ability does not protect you from area effects like Fireball, or effects created by non-sentient creatures such as a pit trap. Should you make an attack against a creature, this effect is suppressed until you complete a short or long rest. Pacifist Archetype At 3rd level, you choose an archetype that defines your focus as a Pacifist: Healer or Shield. They are detailed at the end of the class description, and grant you features at 3rd level, 6th level, 11th level, and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. .

Stigmata You know that the health of others sometimes must come at personal cost to you. Beginning at 5th level, you can sacrifice your hit points to refill the pool granted by your Holy Hands class ability as a bonus action on your turn. For each hit point sacrificed in this manner, you regain two points to your pool. Alternatively, you can sacrifice your health to restore expended spells. As a bonus action on your turn, you can convert hit points into spell slots at a cost of 5 hit points for each spell level. A 1st level spell would cost 5 hit points, a second level spell would cost 10 hit points, and so on. Utilizing this feature causes your hands to bleed for 1 minute as holes appear in your palms. At level 18, each hit point sacrificed regains three points to your pool. You can also choose to suppress the bleeding caused by this feature. Improved Conduit Beginning at level 10, when you roll one or more dice to restore hit points, any die result of 1 or 2 is instead treated as a 3. Medical Knowledge At 14th level, you learn to focus your healing magic on the areas of a wound that need it most. When you cast the spell Healing Word or Mass Healing Word, you heal with a d6 instead of a d4. When you cast Cure Wounds or Mass Cure Wounds, you heal with a d10 instead of a d8. Pacifist Archetypes Some Pacifists focus on the care of wounds after the fact, healing damage that’s beyond the care of even the most holy of clerics. Others put their efforts towards preventing the wounds in the first place, interposing magical or physical barriers between their charge and any attacker. These two approaches are realized in the subclasses of Healer and Shield. Healer A Healer archetype truly embodies the healing of wounds. Making their form into a channel for divine power and health, one would be hard pressed to find the divide between being and healing. Medical Expertise At 3rd level, a Healer’s proficiency bonus is doubled for any ability checks. In addition, a Healer can craft Potions of Healing and their variations at half of the cost and in half of the time normally required, as listed in the sidebar. (Times and prices for crafting Potions of Healing taken from Xanathar’s Guide to Everything, page 130) Healer Potion Crafting Type Crafting Time Crafting Cost Healing 12 hours 25gp Greater Healing 3.5 days 50gp Superior Healing 1.5 workweeks 500gp Supreme Healing 2 workweeks 5,000gp Cleansing Hands At 6th level, you can use the power of your Healing Hands to remove other conditions from those under your care. By spending 5 hit points from your pool of healing, you can remove one of the following conditions from the target: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, or one disease. You can cure multiple diseases or remove multiple conditions with a single use of Cleansing Hands, expending hit points separately for each one. Perfect Conduit Beginning at 11 level, when you would normally roll one or more dice to restore hit points with a spell or class ability, you instead use the highest number possible for each die. Full Restore At 20 level you gain the ability to fully restore your allies vigor. As an action, choose up to 3 allies that are within 30 feet of you. Each ally regains 100 hit points (up to their normal hit point maximum), is cured of the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, or Stunned conditions, and is cured of all diseases. In addition, if you select an ally that died within the last round, it is returned to life. Once you use this feature, you can’t use it again until you finish a long rest. Shield Bearer A Pacifist of the Shield Bearer archetype puts themselves in harms way so that others never have to feel pain. Whether by using their spells to fortify allies, sending help from afar, or even putting their physical form in danger so others remain safe. Expanded Spell List A Shield Bearer Pacifist knows that protection from damage is better than healing the damage after the fact. At level 3 the Shield Bearer gains additional spells to choose from when using their spell slots that allow them to better protect their allies. These additional spells are listed at the end of the Shield Archetype description. Familiar Casting At level 6 you learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Blink Dog, Eagle, or Flying Snake.