Did you try out making a Cavalier yet? My ideal would be a Race that gives +2 Con at game start (Dwarf, Genasi, Goblin, Hobgoblin, or Lizardfolk), leaving the stat odd (17?), and then taking Durable at Level 4 while finding the Gauntlets of Ogre Power around that same time. Then Constitution could be 20 by Level 6 and Tough by Level 8, and who needs healers then?
Did you try out making a Cavalier yet? My ideal would be a Race that gives +2 Con at game start (Dwarf, Genasi, Goblin, Hobgoblin, or Lizardfolk), leaving the stat odd (17?), and then taking Durable at Level 4 while finding the Gauntlets of Ogre Power around that same time. Then Constitution could be 20 by Level 6 and Tough by Level 8, and who needs healers then?
The first session of the campaign is this weekend. My friend rolled a halfling cavalier with a dog mount, another ended up making a bard(glamor) instead of a ranger so we're good on emergency heals, and I ended up trying Wizard(Evoker) this go around. I'll let you know how the cavalier fairs. Looks to be alot of fun having a halfling fighter, hehe.
Super late to the party here, but a relevant problem in the campaign I'm running. We've got a Cyclops barbarian, a half orc fighter and a Tiefling rogue, no healer or even spellcaster in sight. Going with what everyone here was saying, I'm planning on just making healing potions more common and maybe have an NPC healer they utilize, does that seem feasible? This is also the first real campaign I'm in, as DM or player, so I'm still learning.
Healing needs to be able to happen between encounters so that the party doesn't get bogged down with only doing 1 fight/day and then insisting on taking a long rest, which can be frustrating for the DM. But as far as mid-fight encounter balance goes, spending a round healing is usually a sub-optimal choice compared with doing more damage to stop more incoming damage from being dealt to you next round (the best defense is a good offense). Mid combat healing drags out encounters, leads to 1hp tanking which a lot of DMs don't like, and requires that one of your players actually enjoy spending round after round healing rather than doing their own cool stuff. It's not for everyone.
So... no, a healer is not needed, as long as you give your party opportunities for short rests between encounters where they can spend their HD on healing themselves (some DM's make everything feel urgent and dangerous so that short rests get under-utilized), healing potions (consider a variant rule where they always do max healing when used out of combat, but roll for healing when used mid-combat?), or even a custom attune-able magic item that has a certain number of refreshing charges to cast Cure Wounds.
From what I've seen, there aren't any in-combat healing abilities that can keep up with the damage enemies can dish out in level-appropriate encounters. The only thing in-combat healing is really good for is bringing people back up from unconsciousness. You're better off investing in abilities that keep people from getting knocked down in the first place. :)
That said, out-of-combat, the Ranger's healing spirit is the most ridiculously overpowered healing spell in the game. (Druids get it too.)
Back to the OP, it looked like the thing your party was really missing was a spellcaster, which you solved by going Wizard anyway, so you should be good to go. :)
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Did you try out making a Cavalier yet? My ideal would be a Race that gives +2 Con at game start (Dwarf, Genasi, Goblin, Hobgoblin, or Lizardfolk), leaving the stat odd (17?), and then taking Durable at Level 4 while finding the Gauntlets of Ogre Power around that same time. Then Constitution could be 20 by Level 6 and Tough by Level 8, and who needs healers then?
I would just say go with the sorcerer and later on if anything hits the fan, every multiclass with a healer class, just to cover that gap.
Right now, I am a level 4 wizard (necromacery school), level 1 sorcerer (tempest bloodline), level 1 fighter
at some point in the levels I am planning on getting level one in Paladin or Cleric just to help me out.
I play in a party of 7, but I don’t want to have to worry about how things are going if I’m diverce enough to handle most of it.
I play with a Paladin, Cleric, Warlock, Ranger, Fighter, Barbarian, and my Wizard. Right now I’m the only milticlasser.
Super late to the party here, but a relevant problem in the campaign I'm running. We've got a Cyclops barbarian, a half orc fighter and a Tiefling rogue, no healer or even spellcaster in sight. Going with what everyone here was saying, I'm planning on just making healing potions more common and maybe have an NPC healer they utilize, does that seem feasible? This is also the first real campaign I'm in, as DM or player, so I'm still learning.
Healing needs to be able to happen between encounters so that the party doesn't get bogged down with only doing 1 fight/day and then insisting on taking a long rest, which can be frustrating for the DM. But as far as mid-fight encounter balance goes, spending a round healing is usually a sub-optimal choice compared with doing more damage to stop more incoming damage from being dealt to you next round (the best defense is a good offense). Mid combat healing drags out encounters, leads to 1hp tanking which a lot of DMs don't like, and requires that one of your players actually enjoy spending round after round healing rather than doing their own cool stuff. It's not for everyone.
So... no, a healer is not needed, as long as you give your party opportunities for short rests between encounters where they can spend their HD on healing themselves (some DM's make everything feel urgent and dangerous so that short rests get under-utilized), healing potions (consider a variant rule where they always do max healing when used out of combat, but roll for healing when used mid-combat?), or even a custom attune-able magic item that has a certain number of refreshing charges to cast Cure Wounds.
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I'm going to make this way harder than it needs to be.
From what I've seen, there aren't any in-combat healing abilities that can keep up with the damage enemies can dish out in level-appropriate encounters. The only thing in-combat healing is really good for is bringing people back up from unconsciousness. You're better off investing in abilities that keep people from getting knocked down in the first place. :)
That said, out-of-combat, the Ranger's healing spirit is the most ridiculously overpowered healing spell in the game. (Druids get it too.)
Back to the OP, it looked like the thing your party was really missing was a spellcaster, which you solved by going Wizard anyway, so you should be good to go. :)