D&D 5E Rarity of Healing for the Common Man in the 5e Implied Setting

Mistwell

Crusty Old Meatwad
I am curious what people think on this topic. Some people say that healing is commonly available to most people in the world in the implied setting of 5e D&D (like say a farmer in a small village). Others think it's relatively rare (mostly just from a bigger town or city). I am going to try and fairly present both views with support from the rules, without mentioning what side I fall on, because I am looking for what others think on the topic without my bias interfering (as best I can at least).

Argument For Healing Being Common

Many low-level classes can cast Cure Wounds. A first level cleric, druid, or bard can cast it.

Many fairly-low-level classes can cure poison and disease through the Lesser Restoration spell, which is also available to clerics, druids, and bards.

Neither spell has any costly spell components.

It's reasonable to expect that, if a village or town has one of the people able to cast these spells around, it's unlikely they would follow the suggested cost of 10-50gp per casting. That is the cost for adventurers who are strangers to ask someone to prepare and cast a random spell on your behalf, but the local priest, druid, and bard is likely to cast it for free or a very low cost to the local peasants in their own village or town. They want to keep the locals happy, as it's their community, and various backgrounds in the rules suggest you can get things for free when you have a connection to them - the kinds of connections you'd have if you were a farmer living in a village who would know the local acolyte.

Low-level NPCs are modelled on PC classes in 5e. For example, the "Acolyte" is a first level cleric and is described thus: "Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities."

And the "Priest" is a fifth level cleric and is described thus: "Priests are the spiritual leaders of temples and shrines."

Other NPCs also mirror PC classes, showing it's a common mechanic in the game. For example, a "Thug" has hit points and attacks like a 4th-5th level character (but doesn't have the class abilities of an actual fighter or rogue). "Bandits" are like 2nd level characters without the class abilities, as are "Guards". These sorts of people are distinct from "Commoners", who are like a 1st level character without any class abilities.

So the implied setting assumes low-level NPCs like the acolyte and priest, and the descriptions imply they're relatively common. Most villages would have someone who is an low-level acolyte, or low-level nature-protector, or travelling bard of at least meager talent around. So, healing should be easily obtained for the common man.

Argument for Healing Being Relatively Rare

People with PC classes are much more rare in the world. The local village and town might have an acolyte or priest, but they won't necessarily have cleric levels, and those NPCs in the book are there as challenges for PCs to provide a range of encounters for various levels of PCs, not to show they are common to society.

For example, from the Cleric class in the Basic edition:

"Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies."

And other PC classes have similar rarity descriptions, showing it's a common mechanic for the implied setting of the world. For instance, from the Fighter description:

"Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters."

So from this we can tell the intent is that PC classes are the exception and not the rule, they are rare in society. Therefore, healing will not be very common. You might have to travel to a larger city to find an actual cleric to heal you if you are a peasant, and that might not be possible depending on the severity of your injury and the availability of resources to pay for healing (because now you ARE asking a stranger for healing, not someone you know in your own village). You might be able to arrange for healing because of the word of your local non-cleric acolyte, but it's a lot more complicated than just running down the block to your local cleric/druid/bard, as it's much more likely none of those are available on average in the world.

So, what do you think? Healing is, on-average for the regular Joe farmer, Common or Rare? Or something else?
 

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I think it depends on the setting, and modular rules for healing. At the default healing rate, a Cure Wounds spell can't fix anything that wouldn't heal naturally by tomorrow anyway, so there's absolutely no demand for it (unless it's in the incredibly small window between 0hp and death/stabilization).
 

Outside of a Clerical spell, one example from the newly-available DM Basic file is the "Potion of Vitality." It doesn't heal directly, but cures disease or poison.

It's also listed as "very rare." For me, this argues against the idea of Clerical "pharmacies" in every village for common men to use when they're sick. Assuming he or she can't locate a Cleric, a common person might be in trouble if poisoned or diseased.

But always, it depends on the DM!

My approach?

"You really should have thought of THAT before you became PEASANTS!

NEXT!!"
 

I think the argument should be for the second one, but I would urge you to remember something: Hit points don't usually equate to actual damage. When someone takes 10 hit points off, it's more of a "I'm getting tired and closer to being hit" than "I just got hit in the face and my vision is swimming." So in the case of there being priests, I think it's possible that someone could fill that role in almost every town, but only for very minor things like scrapes and cuts, not diseases or major wounds.
 

In my campaigns most NPCs have fewer PC class levels. Without NPC classes right now I haven't completely figured out what to do at this point, but it's something to consider.

I want challenges to exist, but I don't want a bunch of high-level NPCs cluttering up the place.

I'm not certain even a third level priest would be able to keep up with a pandemic. Being able to cast two instances of Lesser Restoration a day might be ineffectual in the case of an outbreak.

That said, in my campaign I think some diseases or poisons may be resistant to Lesser Restoration, though I may house rule that if it's cast as a higher level spell then it can eliminate them. Not sure yet, but I'm not entirely satisfied with the new poison and disease rules at this time (I'm curious if the DMG will have variants).
 

I think it depends on the setting

To be clear, I am talking purely about the implied setting in the PHB, not a specific setting like Forgotten Realms or your homebrew setting or anything like that. I am speaking to purely what is implied in the PHB.
 

To be clear, I am talking purely about the implied setting in the PHB, not a specific setting like Forgotten Realms or your homebrew setting or anything like that. I am speaking to purely what is implied in the PHB.
Purely from what's in the PHB, with no options whatsoever, healing magic is a neat party trick with practically zero applications for the common person. Nobody cares about it.
 

When we're talking about curing diseases and poisons, that's one thing. But let's remember that in 5e, Cure Wounds has the same effect as a nonmagical good night's rest. (Which is to say, by default hit points are NOT meat.)

Now, curing diseases and poisons may indeed have a big impact on world-building; realistically it would probably mean fewer nonmagical plagues than in the real medieval world. Basically the church has magic antibiotics.
 

When we're talking about curing diseases and poisons, that's one thing. But let's remember that in 5e, Cure Wounds has the same effect as a nonmagical good night's rest. (Which is to say, by default hit points are NOT meat.)

Actually, that need not be implied at all. While I do not wish to open a "What HP mean" debate, I will point out that the long rest rules do not neccessarily imply that wounds are not damage. To be clear that is an acceptable interpretation.
  • However it might also be that there is a "Curative Rest" spell, a spell so easy that any sentient being can invoke it without difficulty, and so widely known that it's assumed without mention that all beings know it. Cast the spell, go to sleep, wake up with full hit points.
  • Or maybe the Goddess of night is the Goddess of healing as well and blesses the whole world with recuperative powers in her time of power.
  • Or in their dreams the beings of D&Dland travel to the Positive Energy plane and thus restore full health to themselves on awakening.


Lots of possibilities, which need not preclude HP damage as actual boo-boos of any particular severity. Any of which can be customized to add to the feel of the world you are trying to create.
 

On topic, we know from some of the backgrounds that magical healing is something temples will hand out freely to those in good odor.

We also know that an herbalism kit (5 gp) and 10 days of labour (+25gp in mats) anyone with the Herbalsim proficiency can make a healing potion.

Unskilled labour is 2sp per day so 30 * 10 = 300 sp/2 sp/day = 150 days of unskilled labour to cover the bare costs of a healing potion.

Or 2 weeks for a skilled labourer.

So that suggests to me that healing magic is plentifully available to the wealthy regardless of societal circumstances. However the poor will have access to magical healing only when there is a local religion with a mission of ministering to the poor.

Skilled labourers will effectively constitute the "middle class" for whom magical healing is attainable, but not commonplace without a friendly local priest.
 

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