Bear in mind that being "the healer" isn't at all what it's like in an MMORPG like World of Warcraft. Even the most healing-centric D&D class, the Life Domain Cleric, has a lot of combat and utility options and will not be simply spamming healing spells on people during combat. It's quite possible for such a cleric to go through an entire fight without casting any healing spells.
In 5th edition D&D, every class has the ability to do a certain amount of self-healing during a short rest, and many classes have other valuable resources they will recover on a short rest, such as a fighter's action surge, a druid's wild shape, a monk's ki points etc. So if everyone's badly hurt after a big fight, it's normal to stop for a short rest after the fight in order to heal up and regain those resources. So healing during combat is more about keeping people at zero hit points from dying, rather than trying to spam heals to match incoming damage. The really strong healing subclasses can do more than that (quite a bit more if they're willing to really start burning resources) but that isn't necessary, is certainly not a feature of every fight, and is only a small fraction of what those subclasses can do.
So if no one else in your party has any healing capability, and everyone wants you to be able to heal, and you don't mind doing that, you can choose a class that's capable of healing and be confident that does not mean that you're going to be spending every battle as a full-time healbot. Any druid is a strong healer, but healing is awkward for Moon Druids who spend a lot of time shapeshifted and can't cast spells in wild shape forms until level 18. Of the non-Moon druids, Circle of Dreams and Circle of the Shepherd very strong healers, even compared to other druids, and a Circle of the Land druid is a perfectly capable healer as well.
Re: moon druid healers- If you play a moon druid long enough, you will realize that part of the class is figuring out when it's more important to cast spells and drop your beast form. We had a game on Sunday where I used a wild shape just to gain a high, unassailable position that I could use Call Lightning from. Some times you'll have to drop wild shape to cast healing word and get the barbarian back on his feet. The great thing about wild shape is that you get 2 per short rest, so you are probably doing them 2-6 times per day. It's not like they need to be saved for emergencies only. I've had plenty of times where I'll cast a spell and shift on my first turn, fight for a little bit as some kind of beast, drop the form to cast another spell, and then spend my next turn jumping back into another form and fighting some more. It serves the purpose of getting you a new hit point total (healing yourself) and often buffing your friends/debuffing the bad guys.
Moon druids are defined by their enhanced wild shaping, but they're not prisoners to it. They get just as many spells as any non-Land Druid.
Sometimes, as a Moon Druid, you'll have to drop Wild Shape in combat to cast a spell, but it's going to irritate you when you have to do that because one of your party members did something really stupid, and you have to sacrifice a fresh, new, full hit point beast form just because you're the only one who can heal or otherwise rescue him.
Sometimes, as a Moon Druid, you'll have to drop Wild Shape in combat to cast a spell, but it's going to irritate you when you have to do that because one of your party members did something really stupid, and you have to sacrifice a fresh, new, full hit point beast form just because you're the only one who can heal or otherwise rescue him.
That's seems more like a problem for that player who did something stupid imo...
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Bear in mind that being "the healer" isn't at all what it's like in an MMORPG like World of Warcraft. Even the most healing-centric D&D class, the Life Domain Cleric, has a lot of combat and utility options and will not be simply spamming healing spells on people during combat. It's quite possible for such a cleric to go through an entire fight without casting any healing spells.
In 5th edition D&D, every class has the ability to do a certain amount of self-healing during a short rest, and many classes have other valuable resources they will recover on a short rest, such as a fighter's action surge, a druid's wild shape, a monk's ki points etc. So if everyone's badly hurt after a big fight, it's normal to stop for a short rest after the fight in order to heal up and regain those resources. So healing during combat is more about keeping people at zero hit points from dying, rather than trying to spam heals to match incoming damage. The really strong healing subclasses can do more than that (quite a bit more if they're willing to really start burning resources) but that isn't necessary, is certainly not a feature of every fight, and is only a small fraction of what those subclasses can do.
So if no one else in your party has any healing capability, and everyone wants you to be able to heal, and you don't mind doing that, you can choose a class that's capable of healing and be confident that does not mean that you're going to be spending every battle as a full-time healbot. Any druid is a strong healer, but healing is awkward for Moon Druids who spend a lot of time shapeshifted and can't cast spells in wild shape forms until level 18. Of the non-Moon druids, Circle of Dreams and Circle of the Shepherd very strong healers, even compared to other druids, and a Circle of the Land druid is a perfectly capable healer as well.
Re: moon druid healers- If you play a moon druid long enough, you will realize that part of the class is figuring out when it's more important to cast spells and drop your beast form. We had a game on Sunday where I used a wild shape just to gain a high, unassailable position that I could use Call Lightning from. Some times you'll have to drop wild shape to cast healing word and get the barbarian back on his feet. The great thing about wild shape is that you get 2 per short rest, so you are probably doing them 2-6 times per day. It's not like they need to be saved for emergencies only. I've had plenty of times where I'll cast a spell and shift on my first turn, fight for a little bit as some kind of beast, drop the form to cast another spell, and then spend my next turn jumping back into another form and fighting some more. It serves the purpose of getting you a new hit point total (healing yourself) and often buffing your friends/debuffing the bad guys.
Moon druids are defined by their enhanced wild shaping, but they're not prisoners to it. They get just as many spells as any non-Land Druid.
Sometimes, as a Moon Druid, you'll have to drop Wild Shape in combat to cast a spell, but it's going to irritate you when you have to do that because one of your party members did something really stupid, and you have to sacrifice a fresh, new, full hit point beast form just because you're the only one who can heal or otherwise rescue him.
That's seems more like a problem for that player who did something stupid imo...