FrogReaver
The most respectful and polite poster ever
Conventional Wisdom dictates that performing the traditional role of in-combat healer is typically a waste in 5e. I'm here to challenge the conventional wisdom. However, this post is meant to be the starting point for that discussion and not the final word.
With any analysis I think it's helpful to define what success looks like. In 5e I success is best defined as having no PC deaths. I think part of the problem with the conventional wisdom on in-combat healing is that the definition of success used to reach that conclusion is flawed. Success under conventional wisdom is almost universally based on the idea that the adventuring day is a marathon and that the only way to lose is to exhaust your resources to fast. Thus, tactics that minimize resource usage by using your resources to maximum numeric effect (such as the classic whack-a-mole healing) are very highly regarded.
We do want to use our resources in ways that maximize their numerical effectiveness. However, that's only part of the picture. Not having enough resources to finish the marathon race of an adventuring day is actually a very small picture of what causes PC death. In most situations where PC's find their resources too depleted they have an option to opt out of adventuring further and instead rest. Even when they ultimately are able to rest they often do so with many PC's still perfectly capable of continuing on with the adventure. It's often only maybe half of the PC's having their resources depleted that cause the need for a rest in the first place.
Then, there's also the concern of spike damage taken from a lucky crit, an unlucky failed save or a lucky run of successful attacks (or possibly some combination of these things). So why worry about damage spikes when a PC downed to a damage spike event can simply be healing worded back to his feat? Because it's easy for accidents to happen. AOE damage can easily finish off a downed PC. The DM having an enemy continue to attack the downed PC. The downed PC being brought back up only to be hit and fall unconscious again before his turn (thus wasting the PC's action) and when even 1 pc starts not having an action then fights can turn very difficult. Having strong in-combat healing helps mitigate these risks.
So while there are better tactics like whack a mole healing that potentially could benefit you in long marathon style adventuring days. The reality is that these type of adventuring days are rare and that PC's and or the party as a whole are much more likely to have issues with spike damage during the adventuring day.
Relevant tactics: Reserve your highest level spell slots for in-combat healing. Each will heal a large enough chunk with cure wounds to be an effective in-combat heal. Especially if you are a life cleric. Life clerics consistently heal around 50% of an at level fighters max hp with a single cure wounds spell using their highest level spell slot. That's enough healing in a single action to make it worthwhile as an in-combat heal.
I recommend to not use healing word beyond first or 2nd level. I recommend healing allies in combat only when the threat level of the enemy is reasonable capable of downing them before your next turn.
Note the nice thing with healing is 5e is that much of the between combat healing can now be accomplished by healing dice in short rest periods. This should be your preferred method for having allies get their hp back between fights.
Occasionly you might want to use a lower level healing spell between fights. Avoid using low level healing spells in fights except as a last resort. Instead use a low level buff or debuff spell at the start of combat and heal with your big spells at the end.
Strong spells like spirit guardians can still have a use for aoe coverage in certain situations. That said, in many situations you will be better off saving the spell slot for healing as opposed to using spirit guardians. It's often the less spikey slightly more resource costing tactics that will help prevent character death.
Thoughts?
With any analysis I think it's helpful to define what success looks like. In 5e I success is best defined as having no PC deaths. I think part of the problem with the conventional wisdom on in-combat healing is that the definition of success used to reach that conclusion is flawed. Success under conventional wisdom is almost universally based on the idea that the adventuring day is a marathon and that the only way to lose is to exhaust your resources to fast. Thus, tactics that minimize resource usage by using your resources to maximum numeric effect (such as the classic whack-a-mole healing) are very highly regarded.
We do want to use our resources in ways that maximize their numerical effectiveness. However, that's only part of the picture. Not having enough resources to finish the marathon race of an adventuring day is actually a very small picture of what causes PC death. In most situations where PC's find their resources too depleted they have an option to opt out of adventuring further and instead rest. Even when they ultimately are able to rest they often do so with many PC's still perfectly capable of continuing on with the adventure. It's often only maybe half of the PC's having their resources depleted that cause the need for a rest in the first place.
Then, there's also the concern of spike damage taken from a lucky crit, an unlucky failed save or a lucky run of successful attacks (or possibly some combination of these things). So why worry about damage spikes when a PC downed to a damage spike event can simply be healing worded back to his feat? Because it's easy for accidents to happen. AOE damage can easily finish off a downed PC. The DM having an enemy continue to attack the downed PC. The downed PC being brought back up only to be hit and fall unconscious again before his turn (thus wasting the PC's action) and when even 1 pc starts not having an action then fights can turn very difficult. Having strong in-combat healing helps mitigate these risks.
So while there are better tactics like whack a mole healing that potentially could benefit you in long marathon style adventuring days. The reality is that these type of adventuring days are rare and that PC's and or the party as a whole are much more likely to have issues with spike damage during the adventuring day.
Relevant tactics: Reserve your highest level spell slots for in-combat healing. Each will heal a large enough chunk with cure wounds to be an effective in-combat heal. Especially if you are a life cleric. Life clerics consistently heal around 50% of an at level fighters max hp with a single cure wounds spell using their highest level spell slot. That's enough healing in a single action to make it worthwhile as an in-combat heal.
I recommend to not use healing word beyond first or 2nd level. I recommend healing allies in combat only when the threat level of the enemy is reasonable capable of downing them before your next turn.
Note the nice thing with healing is 5e is that much of the between combat healing can now be accomplished by healing dice in short rest periods. This should be your preferred method for having allies get their hp back between fights.
Occasionly you might want to use a lower level healing spell between fights. Avoid using low level healing spells in fights except as a last resort. Instead use a low level buff or debuff spell at the start of combat and heal with your big spells at the end.
Strong spells like spirit guardians can still have a use for aoe coverage in certain situations. That said, in many situations you will be better off saving the spell slot for healing as opposed to using spirit guardians. It's often the less spikey slightly more resource costing tactics that will help prevent character death.
Thoughts?