D&D: The Art of Healing
There are quite a few classes in Dungeons and Dragons that can cast healing spells: we have Bards, Artificers, Clerics, Druids, Paladins and Rangers. Then there are healing spells from sub-classes, from classes that don’t normally have healing magic and healing abilities like that catch your breath of the fighter or that laying on of hands of the paladin. So in summary, you could say that every D&D group that consists of halfway different characters should have access to some kind of healing skill.
Still, healing is a touchy subject in D&D. the There is no classic healer class, but there are support classes that are designed more for support than for causing damage. If you want to play a real healer, simply choosing a cleric is not enough. This is not how healing works in Dungeons and Dragons. You’ll have one or two healing spells on your spell list, but that doesn’t count as a high-quality healer – because apart from certain level ranges, your healing magic is rather weak.
The best sub-classes for healers
In fact, there are two sub-classes that can pride themselves on the fact that their healing magics eclipse all others: Shepherd’s Circle Druids and Life-Domain Clerics. These two have a strong healing focus on class features, and if you really want to be a true healer rather than a character with a bit of healing magic, then they’re highly recommended.
- Druid: Shepherd’s Circle
Clerics are not automatically healers in D&D; in fact, only one of their subclasses is good at healing, the others are more focused on dealing damage or support.
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Druids belonging to this circle can spirit totem Summon that, among other things, gives temporary hit points or increases your healing. Particularly noteworthy here is the unicorn spirit. This totem grants the following effect: Whenever you cast a spell that restores hit points while in the totem’s area of influence, the totem also restores hit points to each target creature equal to your druid level.
- Cleric: Domain of Life
The healing spells of these clerics are generally more effective; each healing spell also heals hit points equal to its spell level + 2. Life clerics can also Focus Divine Power: Conserve Life insert. This class feature restores hit points equal to five times your cleric level.
In D&D, when player characters run out of hit points, they faint and players must attempt death saves to save their character. Other players can help her by either rolling a medicine check to stabilize her character or by unleashing her healing magic.
Even a single point of healing is enough for a faint to get up again. That’s what weak cures are actually like healing word extremely useful. Therefore, if your class is able to do so, you should always prepare at least one healing spell. Even if you don’t want to be a healer per se, it’s nice to be able to save friends from certain demise.
The most powerful healing spells
As you browse through the D&D Fifth Edition resource books, you’ll come across quite a few healing spells that vary greatly in strength or usefulness. There are single target heals, group heals, area heals, revives, and spells that deal damage and healing at the same time. Some particularly important healing spells are:
- Power Word: Heal (Tier 9)
- Healing (Tier 6)
- Vampiric Grip (Tier 3)
- Aura of Health (Tier 3)
- Regeneration (Grade 7)
- Cure Mass Wounds (Tier 5)
- Healing Spirit (Tier 2)
- Healing Word (Tier 1)
Of course, just like damage-dealing spells, healing also becomes more powerful as the spell level increases. That’s why the particularly strong healing spells are like Power Word: Healing or cure barely accessible for most players; After all, very few official campaigns are intended for such high player levels.
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