D&D 5E High level 5e without healing

In 4e was Runepriest. And the cornerstone of how that character has been played (1-14 in 4e) that is trying to be preserved is a melee combatant with heavy buff/debuffs with some healing. More a force multiplier than a healer.

Concentration makes buff/debuff and melee a bit problematic, and also takes away having out multiple buffs/debuffs for the most part. The player is looking at valor bard (most likely) or paladin for class-feature buffs, spell buffs with concentration, and melee ability. Doesn't want to spend each combat as a healbot just healing, so most heals will be bonus actions with only the occasional Action used for healing.
I honestly don't know from personal experience how 5e works at 14th level (I've been running Encounters, AL, and other introductory-level games, so far). But, at low level, it works very much like classic D&D, when the healbot role was born (and quite necessary). If that similarity proves out to higher levels (and I see no reason it shouldn't), the Cleric becomes less a heal bot and more of a primary caster, with the occasional bop with a mace being cause for nostalgia. (And Cleric with the War Domain would seem to be the closest fit for his concept - that or Paladin or some mix of either or both of those with Fighter.)

Either way, not what your player is looking for.

Both starting fresh and holding out have been proposed. Most players are absolutely against ending the campaign earlier. DM says 3+ years left (more likely 4-5, we're mid way through the second act) and two players can't deal with 4e for that much longer. We play a weeknight every other week and ever encounter have been taking up a session to a session and a half.
A session every other week is going to be a long campaign, no matter what ed you're playing.

Your DM could put it in high gear if he wanted to, though. Switching from giving out exp to leveling at story-appropriate points, for instance, frees you from the de-facto requirement of so many serious encounters (~13, IIRC) per level, letting you have more fast/trivial encounters, punctuated by a few serous ones, or even just the few serious ones. That is, if advancing in level is critical to moving the campaign along.

It's a bit of an catch-22 in that there is no option except continue the campaign is acceptable to the group, but the player of the only leader doesn't want to be put into a sideline role where all they do is cast heals since that's just about the opposite of how they are currently being played.
It is unfair to ask someone to jump on that particular grenade. Perhaps one of the two players who is near his limit with 4e could take on the healer role?

The party also had a paladin, but took one of the other options besides lay-on-hands. Others were an elven ranger (archer), a essentials thief and a vestige pact warlock multiclassed into barbarian. Not a lot of healing elsewhere.
Aside from the player of the Thief, it doesn't look like anyone's going to be able to emulate their characters too closely in 5e.

Which of those are pushing to convert the campaign rather than finish it in the same system?
 
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I'm the designated medic in our party, and I'm a sorcerer. I just got proficiency in herbalism kits and took the Healer feat. My potions and healer's kits have been good enough so far!
 

The only spells you need are healing word and mass healing word and the only time you need them are when a party member or three drops to 0 hit points and you're like, "hey guys... get back up... still got monsters to kill..."

Generally, combat healing is a sucker's bet, because monsters can dish out damage faster than you can take it. But you can absorb a lot of punishment by dropping to 0. Example: Your buddy has 3 hit points and is about to get whacked unconscious by an ogre. If you healing word him now, he'll probably still drop to 0 when hit. So it's actually better to wait or ready and then restore him to consciousness post-ogre-damage. Same example applies to mass healing word, but it involves half your party getting taken out by a fireball. (IMPORTANT EXCEPTION: If disintegration effects are on the table, then all bets are off; heal like crazy and apply your best team tactics.)
 

The only spells you need are healing word and mass healing word and the only time you need them are when a party member or three drops to 0 hit points and you're like, "hey guys... get back up... still got monsters to kill..."

Generally, combat healing is a sucker's bet, because monsters can dish out damage faster than you can take it. But you can absorb a lot of punishment by dropping to 0. Example: Your buddy has 3 hit points and is about to get whacked unconscious by an ogre. If you healing word him now, he'll probably still drop to 0 when hit. So it's actually better to wait or ready and then restore him to consciousness post-ogre-damage. Same example applies to mass healing word, but it involves half your party getting taken out by a fireball. (IMPORTANT EXCEPTION: If disintegration effects are on the table, then all bets are off; heal like crazy and apply your best team tactics.)

Another exception is deadly encounters. Mass Healing Word does not do a lot of healing, but Mass Healing Word spammed by multiple PCs on multiple rounds can add up to a significant buffer when the PCs are getting their butts handed to them. Granted, Mass Healing Word is only a Clerical spell, so most parties will have to rely on spamming Healing Word by multiple PCs (with potentially one Mass Healing Word per round by the party Cleric), but even those can be placed in higher level slots.
 

When I ran a healer-less game for a while, I made an effort to throw enemies who did less damage but had more effects (prone, knockback, stuns etc...). I also ran a lot more skill challenges that involved a little fighting and a lot of thinking. Then someone joined with a healer and I threw a home-made dragon-hydra at them.
 

The only spells you need are healing word and mass healing word and the only time you need them are when a party member or three drops to 0 hit points and you're like, "hey guys... get back up... still got monsters to kill..."

Generally, combat healing is a sucker's bet, because monsters can dish out damage faster than you can take it. But you can absorb a lot of punishment by dropping to 0. Example: Your buddy has 3 hit points and is about to get whacked unconscious by an ogre. If you healing word him now, he'll probably still drop to 0 when hit. So it's actually better to wait or ready and then restore him to consciousness post-ogre-damage. Same example applies to mass healing word, but it involves half your party getting taken out by a fireball. (IMPORTANT EXCEPTION: If disintegration effects are on the table, then all bets are off; heal like crazy and apply your best team tactics.)

This is part of why healing potions are basically good enough for your entire adventuring career. In combat, all you need to do is get them back on their feet. Out of combat, HD do a fine job.
 

I've just been through a bunch of high level encounters without a high level healer/support class (ran a multiclass Cleric instead of full Cleric), and I must say, it was WAY harder than it needed to be. For reasons of not having access to the Heal spell, lay on hands, ie those "big" heals, and for other reasons as to not having access to debuff removing spells, mitigation abilities, "Err save me now" abilities etc that higher level support classes tend to have (even the ability to remove fear is paramount).

I will never leave home without a dedicated support class now (Bard or Cleric).
 

It's works fine to have a party with little or no healing options. You just have to make sure you don't approach conflict as if you do have healing options.

I can't emphasize this enough. Sometimes the proper action is to disengage. Others, it may be to sneak around and hit from the shadows. Others, maybe you cause an avalanche and crush the opponent.
 

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