My plan is to build a Divine Soul Sorcerer to add some spice to being a healer. The plan is to cast Enervation (extended if it’s needed), while casting life transference as a quickened spell to maintain Enervation with my action. On turns healing isn’t needed I would convert other slots to sorcery points. Obviously this would be reserved for the big, the bad and the ugliest boss fights.
In summary that’s 4d8 damage to the target, approximately 2d8 healing for me, 4d8 damage to me and approximately 8d8 healing to an ally in a single turn. That’s potentially 10d8 in favour of my side when considering an encounters HP balance.
What could be done to improve this strategy? Multi class dips? Feats? Non concentration spells to help me survive the inevitable aggro?
You could also multi class into the warlock Celestial Patron to get the "healing light" feature which can give your a small pool of D6s that you can use to heal as a bonus action, which also do not count as spells so you can double up with those heals.
But I do agree wish Sillvva, getting the healing domain from cleric is usually a must pick for healing builds.
Good suggestion. I do like MCing into warlocks but had not considered that their healing was a bonus action.
A consideration if going warlock would be pact of the chain for Gift of the Ever Living Ones, particularly if you are guaranteed to take damage through Life Transference. Between Life Domain and Gift of the Ever Living ones, you've got great options for increasing your efficiency in healing yourself. Gift turns any healing roll that you do to heal yourself into a max roll. It won't interact with the damage to heal spells, but traditional spells, potions, hit dice, and any healing ability that uses at least a d4 will be maximized when used on you. Considering that your HP pool won't be great as a (mostly) sorcerer, ensuring that any actual heals will be maxed will limit some of the strain that you might feel on your HP pool.
One problem is maintaining concentration on enervation. You are a sorcerer so you have proficiency, but it could become a problem.
Depends on how you do it. If you cast Life Transference and follow it up the next round with Enervation, you're not adding any additional concentration checks than you'd already be taking. War Caster would be awesome in that case as your con checks would almost always succeed between constitution save proficiency and War Caster granting Advantage, assuming the damage wasn't astronomical. Being able to cast Enervation as an OA could be nice, but likely won't be much of a thing. Being able to quicken a heal will be nice just in case the extra healing is necessary and choosing good aligned will give Cure Wounds for free.
A Warlock Pact of the Chain using Gift of the Ever Living Ones would maximize that, doubling your expected healing a as 1d8+5 would net an average healing of 9.5 while GotELO would give 13. In essence you upcast for free. To make it even more effective, you could take Devil's Sight Invocation and have some one drop Darkness on you to limit the successful attacks on you while still able to maintain Enervation to damage the enemy and heal you, particularly if someone has immobilized the target. That would also lessen the importance of War Caster for the build, opening up ASIs (or trading it for the 3 level dip in Warlock, however you want to look at it).
I'm playing a rogue in a party but we don't have a cleric. I have a cleric character, so if I swap to that we have no rogue for traps, and locks, etc., but if I remain as a rogue we have no or very little healing. Is it possible to multi-class a cleric with a rogue? Just so we can get better healing than we've currently got?
I'm playing a rogue in a party but we don't have a cleric. I have a cleric character, so if I swap to that we have no rogue for traps, and locks, etc., but if I remain as a rogue we have no or very little healing. Is it possible to multi-class a cleric with a rogue? Just so we can get better healing than we've currently got?
Julz.
Sure. As long as your wisdom is 13 or greater and your dex is 13 or greater. Some cleric domains lend well to the Rogue motif. Just remember that you don't need a healer per se in 5e. A one or two level dip wouldn't be bad, life or grave domains have more healing oriented skill sets and many of the others fill niches that a rogue would be interested in.
Druids and bards also make very capable healers and can combo with rogue well. Bard/rogues make great skill monkeys. A druid/rogue can use wild shape for some very roguish things.
I'm playing a rogue in a party but we don't have a cleric. I have a cleric character, so if I swap to that we have no rogue for traps, and locks, etc., but if I remain as a rogue we have no or very little healing. Is it possible to multi-class a cleric with a rogue? Just so we can get better healing than we've currently got?
Julz.
Buy Healer's Kits and take the Healer Feat. As a Rogue, I'm sure you can find a way to get money, and you do get an extra ASI/Feat as a Rogue.
If you just want as much heals as possible for as little investment as possible, life cleric dip (2-6 levels as you need) is efficient.
But there are options that can get a little bit of healing and still complement rogue. Celestial warlock can dispense a fair amount of healing. And I already mentioned bards and druids.
Excellent! But trust me, we need a healer! :D :D We've just got through a few TPKs by the seat of our pants! hahaha
Thanks for your help!
The Healer Feat allows:
"As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest."
Is 1D6+4+player level not enough extra healing? You can do that once per short rest, so it can be done multiple times per day.
The problem might be that your party needs to do short rests more often (you can heal up using hit dice during a short rest).
My plan is to build a Divine Soul Sorcerer to add some spice to being a healer. The plan is to cast Enervation (extended if it’s needed), while casting life transference as a quickened spell to maintain Enervation with my action. On turns healing isn’t needed I would convert other slots to sorcery points. Obviously this would be reserved for the big, the bad and the ugliest boss fights.
In summary that’s 4d8 damage to the target, approximately 2d8 healing for me, 4d8 damage to me and approximately 8d8 healing to an ally in a single turn. That’s potentially 10d8 in favour of my side when considering an encounters HP balance.
What could be done to improve this strategy? Multi class dips? Feats? Non concentration spells to help me survive the inevitable aggro?
If you multiclass with Life Cleric, the Disciple of Life feature would provide additional healing on both spells.
Homebrew Rules || Homebrew FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
You could also multi class into the warlock Celestial Patron to get the "healing light" feature which can give your a small pool of D6s that you can use to heal as a bonus action, which also do not count as spells so you can double up with those heals.
But I do agree wish Sillvva, getting the healing domain from cleric is usually a must pick for healing builds.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Good suggestion. I do like MCing into warlocks but had not considered that their healing was a bonus action.
Twin Enervation? that would more completely zero out the damage your taking from Life Transference
I like the thinking on that. Going to look more into it later.
A consideration if going warlock would be pact of the chain for Gift of the Ever Living Ones, particularly if you are guaranteed to take damage through Life Transference. Between Life Domain and Gift of the Ever Living ones, you've got great options for increasing your efficiency in healing yourself. Gift turns any healing roll that you do to heal yourself into a max roll. It won't interact with the damage to heal spells, but traditional spells, potions, hit dice, and any healing ability that uses at least a d4 will be maximized when used on you. Considering that your HP pool won't be great as a (mostly) sorcerer, ensuring that any actual heals will be maxed will limit some of the strain that you might feel on your HP pool.
One problem is maintaining concentration on enervation. You are a sorcerer so you have proficiency, but it could become a problem.
When the DM smiles, it is already to late.
Depends on how you do it. If you cast Life Transference and follow it up the next round with Enervation, you're not adding any additional concentration checks than you'd already be taking. War Caster would be awesome in that case as your con checks would almost always succeed between constitution save proficiency and War Caster granting Advantage, assuming the damage wasn't astronomical. Being able to cast Enervation as an OA could be nice, but likely won't be much of a thing. Being able to quicken a heal will be nice just in case the extra healing is necessary and choosing good aligned will give Cure Wounds for free.
A Warlock Pact of the Chain using Gift of the Ever Living Ones would maximize that, doubling your expected healing a as 1d8+5 would net an average healing of 9.5 while GotELO would give 13. In essence you upcast for free. To make it even more effective, you could take Devil's Sight Invocation and have some one drop Darkness on you to limit the successful attacks on you while still able to maintain Enervation to damage the enemy and heal you, particularly if someone has immobilized the target. That would also lessen the importance of War Caster for the build, opening up ASIs (or trading it for the 3 level dip in Warlock, however you want to look at it).
I'm playing a rogue in a party but we don't have a cleric. I have a cleric character, so if I swap to that we have no rogue for traps, and locks, etc., but if I remain as a rogue we have no or very little healing. Is it possible to multi-class a cleric with a rogue? Just so we can get better healing than we've currently got?
Julz.
Sure. As long as your wisdom is 13 or greater and your dex is 13 or greater. Some cleric domains lend well to the Rogue motif. Just remember that you don't need a healer per se in 5e. A one or two level dip wouldn't be bad, life or grave domains have more healing oriented skill sets and many of the others fill niches that a rogue would be interested in.
Druids and bards also make very capable healers and can combo with rogue well. Bard/rogues make great skill monkeys. A druid/rogue can use wild shape for some very roguish things.
Buy Healer's Kits and take the Healer Feat. As a Rogue, I'm sure you can find a way to get money, and you do get an extra ASI/Feat as a Rogue.
Excellent! But trust me, we need a healer! :D :D We've just got through a few TPKs by the seat of our pants! hahaha
Thanks for your help!
If you just want as much heals as possible for as little investment as possible, life cleric dip (2-6 levels as you need) is efficient.
But there are options that can get a little bit of healing and still complement rogue. Celestial warlock can dispense a fair amount of healing. And I already mentioned bards and druids.
The Healer Feat allows:
"As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest."
Is 1D6+4+player level not enough extra healing? You can do that once per short rest, so it can be done multiple times per day.
The problem might be that your party needs to do short rests more often (you can heal up using hit dice during a short rest).
Ah, that may be the way to go ...