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<blockquote data-quote="EzekielRaiden" data-source="post: 8721937" data-attributes="member: 6790260"><p>Well, assuming you actually <em>need</em> to heal literally every person that much (after regular HD, I mean) every single rest, it would be 72x5 = 360 HP. If using only 1st-level slots, assuming an 18 casting stat (since you should have <em>at least</em> that much at 9th level, preferably 20), that would be 1d8+4 or 8.5 HP per spell. That's 42 1st-level slots. If we're allowed to factor in higher-level slots, then at 9th level characters have access to <em>mass cure wounds</em> once per day, which gives 3d8+5 per person, for a total of 18.5 per person or 92.5 HP. That leaves 267.5 HP to heal. A Bard or Cleric will have 4x 1st, and 3x 2nd, 3rd, and 4th level slots. Assuming all of those go to individual <em>cure wounds</em>, that's 13*4+(4+3(2+3+4))*4.5 = 52+(4+3*9)*4.5 = 52+(31)*4.5 = 52+139.5 = 191.5. Which, I admit, falls short.</p><p></p><p>But! We must remember that <em>Healer</em> is only providing part of this, since Cook's Utensils can be learned by anybody (numerous backgrounds give artisan prof) and Song of Rest is a Bard feature. Healer alone gives 3d6+39 HP per person, or 49.5 HP at level 9, for a total of 247.5 HP. The one mass cure wounds still heals 92.5, leaving 155 points remaining. Well within tolerances, about 36 HP short.</p><p></p><p>Do note that I don't think this criticism is saying very much, because I think magical healing in 5e, <em>especially</em> in-battle healing, is anemic. However, I will grant that this shows that Healer isn't <em>too</em> far below a moderately-competent caster spending their spells mostly on healing. If we upped that casting modifier to +5, however, the gap would grow a further 13 points.</p><p></p><p>Now, of course, this doesn't consider any amount of wastage or inefficiency, which is going to be generally more favorable to spells than to Healer etc., because you cannot control how much healing is given from them, but you <em>can</em> control healing from spells by, y'know, casting weaker spells. Further, if you have an actual specialist healer, like a Life Cleric, who will blow Healer completely out of the water--and dipping a single level of Cleric is actually a pretty solid choice for a Bard, doubly so if they want to do lots of healing (since that makes all 1st level Cleric spells available to them, allowing them to avoid wasting precious Bard spells known on healing magic.)</p><p></p><p>So...again, overall I stand by my statement that this is only <em>particularly powerful</em> if you know the campaign isn't going to last very long. Is it still useful? Sure. For the price of a feat and a chunk of gold, you can put out some halfway-decent healing. I genuinely don't see it as this world-shattering thing that <em>replaces all need to cast healing spells</em>, as was stated above.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8721937, member: 6790260"] Well, assuming you actually [I]need[/I] to heal literally every person that much (after regular HD, I mean) every single rest, it would be 72x5 = 360 HP. If using only 1st-level slots, assuming an 18 casting stat (since you should have [I]at least[/I] that much at 9th level, preferably 20), that would be 1d8+4 or 8.5 HP per spell. That's 42 1st-level slots. If we're allowed to factor in higher-level slots, then at 9th level characters have access to [I]mass cure wounds[/I] once per day, which gives 3d8+5 per person, for a total of 18.5 per person or 92.5 HP. That leaves 267.5 HP to heal. A Bard or Cleric will have 4x 1st, and 3x 2nd, 3rd, and 4th level slots. Assuming all of those go to individual [I]cure wounds[/I], that's 13*4+(4+3(2+3+4))*4.5 = 52+(4+3*9)*4.5 = 52+(31)*4.5 = 52+139.5 = 191.5. Which, I admit, falls short. But! We must remember that [I]Healer[/I] is only providing part of this, since Cook's Utensils can be learned by anybody (numerous backgrounds give artisan prof) and Song of Rest is a Bard feature. Healer alone gives 3d6+39 HP per person, or 49.5 HP at level 9, for a total of 247.5 HP. The one mass cure wounds still heals 92.5, leaving 155 points remaining. Well within tolerances, about 36 HP short. Do note that I don't think this criticism is saying very much, because I think magical healing in 5e, [I]especially[/I] in-battle healing, is anemic. However, I will grant that this shows that Healer isn't [I]too[/I] far below a moderately-competent caster spending their spells mostly on healing. If we upped that casting modifier to +5, however, the gap would grow a further 13 points. Now, of course, this doesn't consider any amount of wastage or inefficiency, which is going to be generally more favorable to spells than to Healer etc., because you cannot control how much healing is given from them, but you [I]can[/I] control healing from spells by, y'know, casting weaker spells. Further, if you have an actual specialist healer, like a Life Cleric, who will blow Healer completely out of the water--and dipping a single level of Cleric is actually a pretty solid choice for a Bard, doubly so if they want to do lots of healing (since that makes all 1st level Cleric spells available to them, allowing them to avoid wasting precious Bard spells known on healing magic.) So...again, overall I stand by my statement that this is only [I]particularly powerful[/I] if you know the campaign isn't going to last very long. Is it still useful? Sure. For the price of a feat and a chunk of gold, you can put out some halfway-decent healing. I genuinely don't see it as this world-shattering thing that [I]replaces all need to cast healing spells[/I], as was stated above. [/QUOTE]
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