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For better or for worse, many 168澳洲幸运5开奖网:Dungeons & Dragons players have it in their heads that a healer is a necessary component of a complete party. While this couldn't be farther from the truth, there's no doubt that having at least one member in a party with access to some kind of healing abilities can make a big difference.
However, healing in D&D works a bit different from other ga𝕴mes due to the death saving throw system. Whꦿereas you may be used to healing characters before they go down in other games, Dungeons & Dragons usually rewards players for healing others after they run out of hit points.
What Is A Healer In D&D?
Typically, healing is used in other games as a method of preventing your allies from running out of hit points. However, players who attempt this method in Dungeons & Dragons will find themselves unable to keep up with the amount of damage enemies dole out. This is largely due to the fact that healing spells in D&D aren't especially effective at restoring tons of hit points.
For example, the only ranged low level healing spell is the 168澳洲幸运5开奖网:1st level spell Healing Word. This spell restores 1d4 + your spellcasting modifier hit points to a single target within 60 feet. In comparison, a goblin with a shortbow deals 1d6 + their Dexterity modifier with one attack. While this might not seem like a huge disparity, it's clear that healing falls behind damage from the get-go. In addition, the difference only grows larger as your party levels up and you face more and more terrifying foes.
Instead, healing spells are good for preventing your allies from dying once they've already been knocked unconscious. A D&D character is just as effective with one hit point as they are with full hit points. Consequently, there's no reason to try and keep your fellow party members' hit point pools topped off.
Classes
There are a lot of classes that can provide healing in D&D, but some are certainly better than others. You can pretty much divide the available healing classes into two categories: primary healers and secondary healers.
Primary healers consist of the Bard, Cleric, and Druid classes. Each of these classes have access to the most reliable healing spells in the game. Quite imp🐼ortantly, they are also ful♚l spellcasters with access to enough spell slots to spare some on healing.
Meanwhile, secondary healers are made up of the Paladin, Ranger, and some specific subclasses such as the Alchemist Artificer or the Celestial Warlock. These healers have access to some forms of healing, but they're much more limited in their versatility and breadth.
Ability Scores
As a healer, it's your responsibility to keep the party safe. There's no better ability score for accomplishing this than Wisdom due to the extreme importance of the perception skill. It's not over-gratuitous to say that perception is the single most relevant character skill in the game, as it's used for noticing threats in the world around you.
For this reason alone, both the Cleric and Druid can be seen as superior healers to the Bard. As a Bard, you must place most of your ability score points into your charisma as charisma is your 🃏spellcasting ability modifier.
However, Clerics and Druids have the benefit of Wisdom already serving as their spellcasting ability modifier, allowing them to increase their perception skill to heights the Bard can never achဣieve.
Other skills that are useful for keeping your party safe include insight and survival. Insight can be used to get a read on NPCs (non-player characters), giving you some idea of how trওustworthy they might be. On the other hand, survival is useful for gathering supplies in nature and finding tracks that your enemies may have left behind.
Funnily enough, the medicine skill isn't actually all that important for healing though you may want to check with your DM on how they use it in their game.
Feats
There aren't too many feats that are useful for healing, but the ones that do exist are quite good. Firstly, Alert will prevent you from ever being surprised while also giving you a nice boost to initiative. While you might think that a healer would want to go last, remember that it's only our job to heal other characters after they've already run out of hit points. As a result, going earlier is actually quite nice, as it allows us to enact a useful concentration spell for the rest of our party to benefit from.
Speaking of concentration, War Caster is another great feat for any healer as it will allow you to succeed on concentration checks much more often thanks to providing advantage on Constitution saving throws made to maintain concentration. Additionally, you also gain the ability to cast a spell in place of an opportunity attack as long as the spell targets a single creature.
While these two feats are standards, you've also got some other options in the Healer, Inspiring Leader, Chef, Observant, and Gift of the Metallic Dragon feats. Each of these feats will give you a little extra protection that you can hand out to the rest of your party members. However, they're often not as useful as the two mentioned above.
Combining Inspiring Leader with the 2nd level Aid spell can give your entire party a consideꦑrable buffer of extra hit pꦺoints.
Spells
As a healer, your 168澳洲幸运5开奖网:spell selection should include a number of tools for buffing allies, removing enemy debuffs, and getting characters back onto their feet from unconsciousness. You'll most often want to start combat by dropping a concentration spell that will have an impact turn after turn. Examples of such spells include Bless, Bane, Hold Person, Hideous Laughter, Entangle, and Faerie Fire.
As far as healing options are concerned, you definitely want access to some sort of ranged healing ability. At early levels, the 1st level spell Healing Word is almost always your best option. There's nothing wrong with picking up Cure Wounds as well, but the flexibility that Healing Word allows for with its 60-foot range far outweighs a few extra points of healing in nearly every case.
At later levels, other great healing options include Healing Spirit, Mass Healing Word, Aura of Vitality, Life Transference, Mass Cure Wounds, and Heal.
Goodberry is surprisingly useful for both Druids and Rangers, and it's highly recommended for both classes to pick it up, use it every long rest, and distribute berries to party members for safekeeping.
While you can do your job just fine with the above two spell considerations covered, the best healers will also have access to spells that can remove harmful enemy effects. These include spells like Lesser Restoration, Dispel Magic, and Greater Restoration.
Warding spells like Shield of Faith, Sanctuary, Protection from Poison, Aid, Death Ward, and Aura of Purity can also be very useful tools in a healer's kit.
Items
Obviously, a healer should look to keep their party stocked with as many healing potions as possible.
Some dungeon masters use a variant rule that allows a character to 168澳洲幸运5开奖网:drink a potion themself as a bonus action. If thi༒s is the case at your table, you want to be sure that every character always⛄ has a healing potion on hand.
More importantly and often overlooked, though, is an item you can pick up as early as 1st level that will make it much less likely your party members face death. The item in question is a healer's kit which you can purchase for a small sum of five gold pieces. This item comes with ten charges, and each time you use one, you can stabilize a creature without the need for a medicine check.
Healing And The Action Economy
As mentioned at the beginning of this article, the way combat works in D&D incentivizes you not to heal your allies before they fall unconscious. This is due to what is colloquially known as the 'action economy.' Both the player characters and their opponents use actions in order to further their goals in combat. Usually, the pr🧸imary goal is to reduce the opposing force to zero hit points.
Every time an enemy is reduced to zero hit points, the enemy force loses some of their actions as that enemy no longer gets a turn. In the same vein, every time a player character is reduced to zero hit points, the party loses actions as that player character no longer gets a turn. Consequently, it's more efficient to spend your actions trying to reduce the number of actions the enemy has over healing your party members.
There are some cases where you might want to heal a party member before they go down in hopes it allows them to survive a hit and take their next turn. However, even in these cases, it would likely be better to hold your action so thaꦯt you can heal your ally once they are knocked unconscious.
Long story short, healing is truly only great in combat when it's used to restore actions to your party's action economy. This is the cardinal rule of he🐎aling in D&D.