Xanathar's added a spell that let you sacrifice your own health to heal others, though its a 3rd level spell so a bit off. You could also ASI/Feat your charisma/wis up to 13 for the ability to actually multiclass which would give you other benefits. Druid for goodberry and armor, cleric gives you the basic healing spells and some good other bonuses on top of armor. On the charisma side warlocks, sorcerers, and bards all have subclasses that give some forms of healing. Realistically as the wizard of the group, you should just focus on wizarding though, and let whoever took a decent wis or cha on character creation heal, since it would be easier for them to be doing it.
In 5e, healing isn’t as necessary as it is in other editions. I’d go with Magic Initiate (Druid) and take Goodberry plus 2 useful Druid cantrips. It will give you ten 1 HP heals per day, which will let you bring your companions from 0 HP to conscious ten times a day. Plus if you get knocked down to 0 HP your companions will be able to use one on you too.
Another way to do this if you're proactive enough is go abjurer and rely on the shielding. Eventually raise your charisma and take a level of warlock take pact of the celestial and the armour of shadows and repelling blast invocations.
This would allow you to eldritch blast a foe away from an ally and ward them as a reaction (once you hit 6th level wizard) and to heal them for 1d6 as a bonus action.
Abuse armour of shadows out of combat to recharge the ward.
Given that you're starting at 3rd with 6 characters you could end up being surprised at how little healing you might need as well.
If your party is mostly ranged attackers with good mobility hitting and running could reduce healing by a lot.
If you have an ancestral guardian/totem barbarian, a battlemaster/caviller/purple dragonknight/samurai fighters a lot of damage will be mitigated away as well.
Also read treantmonk's guide on being a god wizard as actively preventing damage beats healing any day.
If you aren’t opposed to using certain “Unearthed Arcana” material, there is a wizard subclass called the “Theurgist” that allows the wizard to choose a cleric domain and gain its benefits while leveling. I’ll include the UA link for you to take a look at.
If you choose the “Life Domain” your healing potential becomes significant. I actually chose this for a campaign I am currently in as I joined it when the group did not have a healer and that’s what they were lacking, yet I still wanted to do cool wizard things. A big thing to remember if you go this route is that spell selection and preparation becomes increasingly important, as you’ll have so many options to choose from and if you spread yourself too thin, or even focus on one type of Magic more heavily than another, you could find your character lacking in both combat and social settings. Overall i have found this class to be very fun and rewarding, and if allowed in a group of friends, has a strong potential to really round out a party.
I realize this is late but because this thread comes up when you search for wizards and healing, here is a suggestion for future builds: Strixhaven students in the Witherbloom college, get
Also, with your built-in initiate feat, you get spare the dying as a choice and you can select a 1st level druid spell like healing word. You also get the herbalism kit proficiency. The downside is two of your skills are wisdom based, nature and survival. BTW, you get Pest mascot at level 4 in WB. Witherbloom is a common college for Necromancers but any kind of wizard could select it. I'm debating between this and a divine soul sorcerer in Silverquill college...since I like healing in my arcane casters.
Best option is Gift of the Metallic Dragon from Fizban's book. You get Cure Wounds once a day for free and you can also use any slots you have for it as well.
If making a new character, Eberron's Mark of Healing Halflings are solid bets.
Using the “Artificer Initiate” feat, you gain access to a 1st Level spell from the Artificer spellcasting list using your Intelligence-based spell slots.
Just pick “Cure Wounds” and presto; you now have healing.
You could even flavor the spell as having your own personal supply of health potions; without breaking the wizard theme.
Using the “Artificer Initiate” feat, you gain access to a 1st Level spell from the Artificer spellcasting list using your Intelligence-based spell slots.
Just pick “Cure Wounds” and presto; you now have healing.
You could even flavor the spell as having your own personal supply of health potions; without breaking the wizard theme.
This plus the Guidance cantrip you can pick from the list make you into an amature cleric. Your party's cleric will thank you for doing this.
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So I'm in a new campaign (princes in the apocalypse, starting at level 3), and my party of 6 has no healing spells.
I'd like to get a cure on my wizard, but my multiclassing ability is limited. (Str: 8, Dex: 17, Con: 14, Int: 19, Wis: 11, Charisma: 12).
Is there any way other than magic initiate (cause it only allows one cast of the spell) to get a heal on a wizard?
Xanathar's added a spell that let you sacrifice your own health to heal others, though its a 3rd level spell so a bit off. You could also ASI/Feat your charisma/wis up to 13 for the ability to actually multiclass which would give you other benefits. Druid for goodberry and armor, cleric gives you the basic healing spells and some good other bonuses on top of armor. On the charisma side warlocks, sorcerers, and bards all have subclasses that give some forms of healing. Realistically as the wizard of the group, you should just focus on wizarding though, and let whoever took a decent wis or cha on character creation heal, since it would be easier for them to be doing it.
In 5e, healing isn’t as necessary as it is in other editions. I’d go with Magic Initiate (Druid) and take Goodberry plus 2 useful Druid cantrips. It will give you ten 1 HP heals per day, which will let you bring your companions from 0 HP to conscious ten times a day. Plus if you get knocked down to 0 HP your companions will be able to use one on you too.
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Hmmm that’s roughly. The good berry idea is legit.
were leveling up for quite a while. I’ll keep these in mind.
thanks for the input!
Another way to do this if you're proactive enough is go abjurer and rely on the shielding. Eventually raise your charisma and take a level of warlock take pact of the celestial and the armour of shadows and repelling blast invocations.
This would allow you to eldritch blast a foe away from an ally and ward them as a reaction (once you hit 6th level wizard) and to heal them for 1d6 as a bonus action.
Abuse armour of shadows out of combat to recharge the ward.
Given that you're starting at 3rd with 6 characters you could end up being surprised at how little healing you might need as well.
If your party is mostly ranged attackers with good mobility hitting and running could reduce healing by a lot.
If you have an ancestral guardian/totem barbarian, a battlemaster/caviller/purple dragonknight/samurai fighters a lot of damage will be mitigated away as well.
Also read treantmonk's guide on being a god wizard as actively preventing damage beats healing any day.
I'm already committed to divination.
I'll check out that guide. Especially I'm focusing on support over offense anyways.
We're not very far into the campaign, so I'm not sure if this is as big of an issue as I think. It's possible that I could be overreacting.
Divination is also really good at mitigating damage if you're canny.
a list of good guides is
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/tips-tactics/5499-guides-tables-and-other-useful-resources
The treantmonk guide I referenced is there under class guides.
If you aren’t opposed to using certain “Unearthed Arcana” material, there is a wizard subclass called the “Theurgist” that allows the wizard to choose a cleric domain and gain its benefits while leveling. I’ll include the UA link for you to take a look at.
https://media.wizards.com/2017/dnd/downloads/MJ320UAWizardVF2017.pdf
If you choose the “Life Domain” your healing potential becomes significant. I actually chose this for a campaign I am currently in as I joined it when the group did not have a healer and that’s what they were lacking, yet I still wanted to do cool wizard things. A big thing to remember if you go this route is that spell selection and preparation becomes increasingly important, as you’ll have so many options to choose from and if you spread yourself too thin, or even focus on one type of Magic more heavily than another, you could find your character lacking in both combat and social settings. Overall i have found this class to be very fun and rewarding, and if allowed in a group of friends, has a strong potential to really round out a party.
I realize this is late but because this thread comes up when you search for wizards and healing, here is a suggestion for future builds: Strixhaven students in the Witherbloom college, get
Also, with your built-in initiate feat, you get spare the dying as a choice and you can select a 1st level druid spell like healing word. You also get the herbalism kit proficiency. The downside is two of your skills are wisdom based, nature and survival. BTW, you get Pest mascot at level 4 in WB. Witherbloom is a common college for Necromancers but any kind of wizard could select it. I'm debating between this and a divine soul sorcerer in Silverquill college...since I like healing in my arcane casters.
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The Healer feat is also effective.
Best option is Gift of the Metallic Dragon from Fizban's book. You get Cure Wounds once a day for free and you can also use any slots you have for it as well.
If making a new character, Eberron's Mark of Healing Halflings are solid bets.
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Using the “Artificer Initiate” feat, you gain access to a 1st Level spell from the Artificer spellcasting list using your Intelligence-based spell slots.
Just pick “Cure Wounds” and presto; you now have healing.
You could even flavor the spell as having your own personal supply of health potions; without breaking the wizard theme.
This plus the Guidance cantrip you can pick from the list make you into an amature cleric. Your party's cleric will thank you for doing this.