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General Tabletop Discussion
*Dungeons & Dragons
Playing non-healer clerics
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<blockquote data-quote="kigmatzomat" data-source="post: 8913522" data-attributes="member: 9254"><p>We have a cleric who took the life domain & healer feat and the net result is he uses fewer spell slots on healing and more on being his god's expression of righteous retribution. </p><p></p><p>During combat he uses his Channel Divinity(preserve life) to keep people on their feet. Out of combat the healer kit is worth a <em>mass cure</em> or several cure spells for essentially free. </p><p></p><p>For our 12th level party, his two Channel Divinities are worth a total of 120hp, which he can do while also maintaining a spell & using spiritual weapon. When combat ends he can heal 12+4+d6 hp per person taking 1 round & 0.5gp of materials. If all six of us are hurt, it takes 3gp and less than a minute for him to dish out ~117hp in healing with zero spell slots. </p><p></p><p>And aside from the fighter, the rest of us also have some kind of healing/don't-die abilities. </p><p></p><p>The paladin has 60hp of Lay on Hands healing/disease/poison curing and has Inspiring Leader, worth 17hp/person/short rest. The warlock has Remove Curse & Spare the Dying. The monk got proficient with a herbalism kit to make healing potions so we all have a couple. Lastly, my bard has Healing Word and I can attune the party's Staff of Healing if the cleric is downed.</p><p></p><p>So all said and done, each person can get at least 40hp of healing/temp hp from feats, there is 180hp of CD/LoH, a couple of us have don't die/stand up spells, and all of us have plenty of potions.</p><p></p><p>Which means the cleric can choose violence.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 8913522, member: 9254"] We have a cleric who took the life domain & healer feat and the net result is he uses fewer spell slots on healing and more on being his god's expression of righteous retribution. During combat he uses his Channel Divinity(preserve life) to keep people on their feet. Out of combat the healer kit is worth a [i]mass cure[/i] or several cure spells for essentially free. For our 12th level party, his two Channel Divinities are worth a total of 120hp, which he can do while also maintaining a spell & using spiritual weapon. When combat ends he can heal 12+4+d6 hp per person taking 1 round & 0.5gp of materials. If all six of us are hurt, it takes 3gp and less than a minute for him to dish out ~117hp in healing with zero spell slots. And aside from the fighter, the rest of us also have some kind of healing/don't-die abilities. The paladin has 60hp of Lay on Hands healing/disease/poison curing and has Inspiring Leader, worth 17hp/person/short rest. The warlock has Remove Curse & Spare the Dying. The monk got proficient with a herbalism kit to make healing potions so we all have a couple. Lastly, my bard has Healing Word and I can attune the party's Staff of Healing if the cleric is downed. So all said and done, each person can get at least 40hp of healing/temp hp from feats, there is 180hp of CD/LoH, a couple of us have don't die/stand up spells, and all of us have plenty of potions. Which means the cleric can choose violence. [/QUOTE]
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