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Community
General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="The Crimson Binome" data-source="post: 6462735" data-attributes="member: 6775031"><p>There was the Healer class, which came out at the tail end of 3.0 and was designed to be 3.5 compatible. In case you've blocked it out, it was like a Cleric with an extremely limited spell list and bad BAB and light armor. These were balanced with 1) All of the status cure spells as 1/day spell-like abilities, to free up your slots; 2) +CHA modifier to healing done, so you could actually get 4-5 HP out of your Cure Minor Wounds; 3) A unicorn companion, with its own set of cure spells and a Magic Circle Against Evil, and wielding its own horn as a +3 lance.</p><p></p><p>Aside from that, I've never seen a class that had enough meaningful spell slots that using one every round would be an efficient use of resources. The Healer squeaks by as a passable <em>pure</em>-healer at low levels, because Cure Minor Wounds is capable of off-setting 1-2 hits from a kobold, where a PC can only withstand 2-3 hits before dropping. Beyond that, you only have enough slots to active-heal some of the time, and are mostly dead weight in less-challenging encounters.</p><p></p><p>Of course, you might also find yourself in situations where you <em>need</em> to throw everything into healing, just to keep the party alive. An action spent with your highest-level Cure spell could completely negate the attacks of an enemy for a round, and is often a better use of action than trying to possibly hit an enemy with strong defenses for a meager amount of damage. Two Fireballs from an at-level enemy spellcaster could lead to a TPK, so it's entirely probable that throwing out a Mass Cure Wounds would be the difference between everyone living and everyone dying.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6462735, member: 6775031"] There was the Healer class, which came out at the tail end of 3.0 and was designed to be 3.5 compatible. In case you've blocked it out, it was like a Cleric with an extremely limited spell list and bad BAB and light armor. These were balanced with 1) All of the status cure spells as 1/day spell-like abilities, to free up your slots; 2) +CHA modifier to healing done, so you could actually get 4-5 HP out of your Cure Minor Wounds; 3) A unicorn companion, with its own set of cure spells and a Magic Circle Against Evil, and wielding its own horn as a +3 lance. Aside from that, I've never seen a class that had enough meaningful spell slots that using one every round would be an efficient use of resources. The Healer squeaks by as a passable [I]pure[/I]-healer at low levels, because Cure Minor Wounds is capable of off-setting 1-2 hits from a kobold, where a PC can only withstand 2-3 hits before dropping. Beyond that, you only have enough slots to active-heal some of the time, and are mostly dead weight in less-challenging encounters. Of course, you might also find yourself in situations where you [I]need[/I] to throw everything into healing, just to keep the party alive. An action spent with your highest-level Cure spell could completely negate the attacks of an enemy for a round, and is often a better use of action than trying to possibly hit an enemy with strong defenses for a meager amount of damage. Two Fireballs from an at-level enemy spellcaster could lead to a TPK, so it's entirely probable that throwing out a Mass Cure Wounds would be the difference between everyone living and everyone dying. [/QUOTE]
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On the healing options in the 5e DMG
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