D&D 5E Healing 101


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Yup some of those paladin and ranger spells can do some silly things via lore bards. Funny that when you get them 7 levels earlier (sharpshooter+ swift quiver)
Swift quiver is on par with other 5th level spells.

Cloud kill deals 5d8 (22.5) poison damage per turn.
Swift quiver deals 2d8+10 (19) damage per turn.


Adding Sharpshooter doesn't break things. Considering your already using your concentration and need to dip to get archery style. It's a good combo, but still in the realm of normal.
 

Swift quiver is on par with other 5th level spells.

Cloud kill deals 5d8 (22.5) poison damage per turn.
Swift quiver deals 2d8+10 (19) damage per turn.


Adding Sharpshooter doesn't break things. Considering your already using your concentration and need to dip to get archery style. It's a good combo, but still in the realm of normal.

Yeah I had a brainfart. Fights cant do that and a valor bard doing it a level ten isn't to bad.
 



I sadly have not gotten to see much healing in action. Most of my groups have always avoided being a healer like the plague. 5e seems to be no different. Even though as pointed out, healing is easy and in my opinion, has far few cost to it. You can still provide heals while pursuing your concept, they may not be great heals.

I also have to agree Aura of Vitality is amazing. Made my Paladin in one of Iserith's campaigns feel extra useful.
 

I agree that a common mistake a see from novice players is, "I didn't take a healing spell because we already have a cleric." Having multiple sources of healing always seems to be helpful for a group.

The group I play in, on the other hand, has only a ranger for healing. It certainly makes the game a little more challenging, but still doable. I am convinced, and intend to prove, that 5e is enjoyably playable without good sources of healing.

I'm a little late to the party but my group has a Wizard, Rogue, Druid, Bard, and I'm both the front line and main healer as a Ranger. We haven't died horrifically yet, so I'd say limited to no healing is (at least moderately, depending on the DM) feasible in 5e
 

120 HP for a life cleric.

Double that for a sorcerer with Extended metamagic.

By 10th level you can have a Wild Sorc 3/Life Cleric 1/Lore Bard 6 who heals over 2000 HP per short rest and still have four spell slots left (one 2nd and three 1st) for miscellaneous Blesses/etc. (It's also surprisingly gishy with Con save proficiency, heavy armor proficiency + Shield/Cutting Words, Tides of Chaos, and cantrips like Chill Touch/Fire Bolt and Booming Blade, plus Expertise in e.g. Athletics and Stealth.)
 

In my experience, its not worth your while to optimize on healing, since the little healing you need (ooc healing, that is) is rather trivial to attain.

You'd be much better off killing your foes. The best kind of healing is the heal you never have to do, because your ally was never harmed.

I'm sure you can accomplish quite absurd amounts of healing optimization. I'm equally sure it's bad for the game.

The game thrives on excitement and challenge. Bringing along a healer that makes it impossible for monsters to threaten you makes for a dull game.

Also, it makes that healer mandatory. And getting rid of a pressing need for a dedicated healer is one of 5e's strengths.

Thank you.

Sent from my C6603 using EN World mobile app
 

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