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D&D 3E/3.5 How to play a 3.5 group without a healer?


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aboyd

Explorer
You could try this feat, from Complete Divine:

ARCANE DISCIPLE [GENERAL]

Choose a deity, and then select a domain available to clerics
of that deity. You can learn to cast the spells associated with
that domain as arcane spells.

Prerequisites: Knowledge (religion) 4 ranks, Spellcraft
4 ranks, able to cast arcane spells, alignment matches your
deity’s alignment.

Benefit: Add the chosen domain’s spells to your class list
of arcane spells. If you have arcane spellcasting ability from
more than one class, you must pick which arcane spellcasting
ability this feat applies to. Once chosen, this decision
cannot be changed for that feat.

You may learn these spells as normal for your class; however,
you use Wisdom (rather than the normal ability for
your spellcasting) when determining the save DC for the
spell. In addition, you must have a Wisdom score equal to
10 + the spell’s level in order to prepare or cast a spell gained
from this feat.

Each day, you may prepare (or cast, if you cast spells without
preparation) a maximum of one of these domains spells
of each level.

Special: You can take this feat more than once. Each
time, you must select a different domain available to the
same deity you chose the first time you selected the feat.
For example, a character who chose Heironeous and the
Good domain with his first selection could choose Law or
War with successive selections of the same feat. He couldn’t
choose Protection, since that domain isn’t available to
clerics of Heironeous.
The trick is to select a god with the Healing domain. This only gives you the ability to cast one Cure Light Wounds spell each day, but it also puts the spell on your spell list... so your wizard or sorcerer can get a wand of CLW and cast away. :)
 


MrFaust

First Post
I'm slightly confused, is it that your party does not like to heal each other or just no one wants to play as a cleric? Because Bards, Rangers, Druids and Paladins all have healing spells. So if just one or even two of your players are playing as one of those classes they should be fine. Just make sure they stock up on a couple of potions as well. Furthermore I know of feats that wizards can take that allow them to either take a domain or clerical spells. So it is a really simple fix.

I am currently running a campaign with a Wizard, Barbarian, Fighter, Rogue, Ranger and Bard and two of them will if they don't already have healing spell. Plus they each carry around a decent amount of potions with em.

Also might I add if someone does bite the dust then they may have a rather large problem because no one can rezz them so they will have to heave the body around untill they can get someone to do so for them. Just something to keep in mind.
 
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