Club of Healing

I'm thinking _______'s Cudgel of Mixed Blessings would be great for an NPC cleric of a luck deity, so thanks for the idea.

In particular, I'm thinking a Travel/Luck cleric (it's sorta cheesy, but a wandering gambler cleric just appeals to me) who feels that he should only heal if his god wishes so, and if his god wishes so, the god will make it known through random chance. Therefore, he smashes people upside the head with it as both a weapon of war and as an instrument of healing. If the person gets healed, it's a sign from his god. If the person gets harmed, it's a sign, if the person gets healed for exactly as much as he gets harmed by, then it goes to another appeal to the gods.

Therefore, consider it yoinked.
 

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Rhamphoryncus said:
It's not actually what you asked, but I feel it's worth mentioning that even a 1st level bard can use a Wand of Cure Light Wounds. A cheap and effective way to keep a party going.
I considered that idea, but this is a group of four characters, levels 2, 2, 2 and 1. A wand of cure light wounds is arguably overpowered for them.
 

There's nothing funny about violence done in the name of compassion. It brings to mind someone in an abusive relationship smacking a "loved one" while yelling crap like, "I'm doing this for your own good."
 

Driddle said:
There's nothing funny about violence done in the name of compassion. It brings to mind someone in an abusive relationship smacking a "loved one" while yelling crap like, "I'm doing this for your own good."
Not to minimize the reality of domestic violence, but there is such a thing as slapstick. Heck, the Three Stooges' heirs are very happy for it.
 

I had pondered such a thing once. For a one-shot game I played a half-orc monk with special magic bracers that also cast inflict light wounds with every hit. Just before the session, I thought about the problems I'd have with undead (healing them as I beat them) and considered trying to make one cast cure light wounds for anti-undead... while the slapstick imagery was kind of amusing, I figured the healing version would be way more powerful than the extra hurting version, so I nixed the idea before presenting it to the DM. Thankfully, no undead in the adventure.
 

Whizbang Dustyboots said:
Not to minimize the reality of domestic violence, but there is such a thing as slapstick. Heck, the Three Stooges' heirs are very happy for it.

I've never appreciated the Three Stooges.
 

You need to get Rel into this conversation. I played in a couple of his Orcz games in which the main cleric had a Club of Healing. I have memories of being told by said cleric to "Step up and prove yourself worthy of Gruumsh's mercy" or some such.

His version did 1d6 damage and healed 1d8. But there was an admitted "Three Stooges" vibe running purposely through those games.
 
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I'll post the revised club in a moment. The adventurers this is with are all low level, so them abusing this too badly is unlikely, since a bad roll (or pair of rolls) could kill them at this point. The characters are pretty humorous as are this group of players.

Once there's another, better option, I'll remove the club from the game -- they'll be encountering a Conan-style femme fatale next adventure who's going to be making off with their horses anyway, if she has her way. Stealing a legendary magical (very minor) artifact would also be fitting. (And give them yet more reason for them to chase her across the ocean -- she's a pirate.)
 

What is to stop me hitting with the club to do subdual damage and still getting the benefit of Cure Light Wounds healing lethal damage?
 

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