Hello friends. I am here again to gain knowledge of your brains. I'm about to enter a campaign that, according to DM, will be very difficult and with definitive deaths. We will be a group of eight players and I am responsible for healing and keeping them alive. That's exactly why I'm here. What combination of Class, Race and Talents do you recommend? I'm not the only healer in the group, but the other character is a Paladin. Everyone is doing combos etc and I'm not very knowledgeable in the healing arts.
Thank you in advance for your attention!
Edit#1 - The group got smaller. We are now 6 players and we are all level 10.
I'm sure others can offer some crazy builds, but a simple Circle of Dreams Druid with Healing Spirit never goes wrong. One way or another you'll probably want to get a level of Life Cleric for the extra healing on spells.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Multiclass this into a life Cleric for
at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Shepard druids with the unicorn spirit totem are also very good healers. The summons absorb damage too.
Most of the benefit of Life Cleric comes at level 1, so if you can multiclass I'd do a druid that takes 1 level of cleric and then moves on.
Make sure you're good at something else too. Killing enemies before they damage you is better than spending actions to heal in combat, and buffing allies to kill faster or debuffing enemies to prevent attacks can also prevent a great deal of damage.
Hello friends. I am here again to gain knowledge of your brains. I'm about to enter a campaign that, according to Mestre, will be very difficult and with definitive deaths. We will be a group of eight players and I am responsible for healing and keeping them alive. That's exactly why I'm here. What combination of Class, Race and Talents do you recommend? I'm not the only healer in the group, but the other character is a Paladin. Everyone is doing combos etc and I'm not very knowledgeable in the healing arts.
Thank you in advance for your attention!
Healing 8 targets at once is rough. What class level are you looking at playing? Wish is the best healing spell in the game, so typically comparative analysis of healing classes and subclasses breaks down at 17th level, when it takes over as best-in-show healing.
What sort of access do you have to the item creation rules? If you can have pockets full of healing potions, often one of the best healing builds is just commanding an army of servants that can deliver the potions for you.
If you really want to keep a party of that size on its feet dynamically - using mid-combat healing, which is very difficult in 5E - here are the best options I know of:
Peace Cleric: A competent Peace Cleric, especially paired with a Paladin, can keep the party alive through almost anything. You can stack Emboldening Bond with Bless for what amounts to +2d4 (average +5) to all saves on proficiency bonus targets (your party is insanely big, so you'll want to intelligently pick who to protect) that stacks with the Paladin's aura, resulting in what should be +10 to all saves in practice. Furthermore, by that point your bond has leveled up, and bond members can teleport to each other whenever they like, which goes very far towards shutting down ambushes and preventing one member from being focus fired down.
Multiple good race choices here, but Winged Tiefling is tough to beat.
Twilight Cleric: Temporary hit points that basically just scale with party size, ideal in a party this large. It's your Channel Divinity, so make sure to get Short Rests in, but you can output a genuinely incredible amount of regenerating THP that your DM will have a tough time overcoming.
Multiple good race choices here, but Tasha's Custom Lineage (feat: War Caster or Resilient Constitution) is tough to beat.
Life Cleric: Has a well-earned reputation as an excellent healer, but the Channel Divinity has scaling issues you'll run into - you get 5*cleric level hp to hand out, and your party is really big. That means you're much better off taking a 1-level dip in Life Cleric for the incredible L1 healing buff, and spending your remaining levels on the best AOE healer in the game, not counting Wish: Shepherd Druid. So this is Life Cleric 1/Shepherd Druid 19.
For this build, you definitely want to be a Mark of Healing Halfling, if possible. Life Cleric + Aura of Vitality is incredible.
Thanks for the tips, buddy. The group has gotten smaller and we are 6 now. The DM has banned the use of Paladin because of the lore. So, we are studying other possibilities without counting on him. But, they are great tips and I really appreciate your help. I forgot to mention, we'll all be level 10.
Banning a standard character class is a bit of an odd choice.
This is off-topic, but I think it might be worth having a chat with your DM before the campaign begins, because being told "This will be very hard and there will be character deaths" whilst effectively being the sole healer to keep the group alive doesn't sound like much fun. Combining that with the removal of some player choice in classes, it sounds like the DM is slightly combative against their players. I'd check with the DM whether this was a 'meat grinder' type campaign in which there is little point in getting attached to a character, or designing a backstory and personality because death might arrive any second, or whether they're just being dramatic.
My alarm bells start blaring whenever a DM wants to start a group off at high level and talks about how hardcore their game is. The first rule for DM's should always be: "You build the game so that the players have fun." That is the core of your job as the DM. There are reasonable limits, like not giving players everything they want, but make sure that this is a game that's going to be fun to play in.
Thanks for your opinion. I totally agree with your thinking.
The game should be fun for everyone, not just the DM. I got into this subject with him and he said that it's a short adventure he made and that he'll take the opportunity to test how combat is with many creatures against many players and with high difficulty. Even though he says this is not the case, for me it is a "meat grinder" campaign. But it's alright. The players and I are preparing for the worst, without much expectation. Let's combine everything we can to be unbeatable.
Aasimar due to the Healing Hands- Last line resort to bringing someone back from 0.
Life Cleric- Additional heals for each heal you do. Another source of healing from your Channel Divinity
Circle of Dreams Druid- Balm of the Summer Court gives you 8d6 that you can divy out as a Bonus Action to heal people within 120 ft! its a crazy distance and being at 1 hp makes you 100% combat effective still. Also it does not count as a spell so you can still cast a full spell as an action.
The other caveat of it not being a spell....you can be wildshaped and still use it! Meaning you can wildshape in battle to give yourself a bunch of THP and still be healing others.
Spells- Goodberry (40 hp with a 1st level spell!) Healing spirit (Depending on how your DM plays this everyone will be back at full hp all the time), plus whatever you want to use.
Thanks for the tips, buddy. The group has gotten smaller and we are 6 now. The DM has banned the use of Paladin because of the lore. So, we are studying other possibilities without counting on him. But, they are great tips and I really appreciate your help. I forgot to mention, we'll all be level 10.
Having a backup cleric would be great -Twilight Clerics provide THP, meaning they stack with actual healing if someone takes enough damage for both (the THP will get hurt, which may give you nothing to heal - which is what you want).
Here's the math on a party of 6, assuming you stay 6, which would be weird - at least one of you is bound to take a minion, like a familiar or a haemonculus or something.
Twilight Cleric: Twice per short rest, you can, as an action (so your bonus action is available, for e.g. Mass Healing Word), give the entire party end-of-turn 1d6+10 THP or curing of one charmed or frightened causing effect for 1 minute (10 rounds, usually enough to cover an entire combat with time to spare). THP overlaps rather than stacks, so there's often more than 0 benefit to slapping this on someone repeatedly, but it'll have statistically diminishing returns until everyone has 16 THP on them. If the entire party is taking damage all the time for an entire minute, you will output 810 "healing" in the form of THP "shielding".
Mark of Healing Halfling Life Cleric 1/Shepherd Druid 9: Once per short rest, as a bonus action, you can drop a unicorn spirit, which costs another bonus action to move - anyone who wants healing needs to be within 30 feet of the spirit, and since the spirit occupies a grid space, that's a 13x13 grid square centered on the spirit. Your action can be Aura of Vitality, which should trigger the spirit's healing of 9 to everyone in the circle, or it can be Mass Cure Wounds, which will also trigger it. Your Mass Cure Wounds heals 25.5 per target up to 6 targets, which is the party, so 153 healing done before the spirit - the spirit's healing is 9 to everyone, which is another 54, so 207. Aura of Vitality causes 54 healing on cast but not later, but its job is conserving spell slots - it gives you bonus action healing of 12 without consuming any additional slots and while letting you cast spells as your action, so you can burn slots on things like Mass Cure Wounds. While the spirit is up, you can also use a bonus action and burn a slot on Mass Healing Word, which, even without upcasting, heals 12.5 to the party and triggers the spirit, so 21.5 to the party, which is 129 total. When you run out of slots or action economy, your general solution is to upcast Cure Wounds on the most injured party member and let the Unicorn Spirit dispense additional healing to others. It will heal 5.5*spell level + 7 to one target and 9 to all targets, including the original, so e.g. a level 1 slot spent on it will generate 66.5 healing total.
Burning as "hot" as possible looks like this: turn 1 spirit+ aura of vitality, turns 2 and 3 mass cure wounds + bonus action heal someone, turns 4 to 6 upcast cure wounds with an L4 slot and bonus action heal, turns 7 to 9 upcast cure wounds with an L3 slot and bonus action heal, turn 10 upcast cure wounds with an L2 slot and bonus action heal. That's total healing 540 (spirit healing happening every turn for 10 turns) + 153*2 + 29*3 + 23.5*3 + 18 + 12*10, or 1,141.5 points of healing. After that you're nearly done for the day - you have only 4 L1 spell slots and 2 L2 spell slots left - and a round like this should never, ever happen, but you get the idea.
We're not done, however. You're a Life Cleric with Goodberry; you'll need a ruling from your DM on how many slots you had yesterday just before you went to bed. Your Goodberry spell triggers the unicorn spirit on cast, but that's not really the point - it lets you turn unused spell slots at the end of the day into 10 berries that take an action to eat and heal 3 hit points each, for 30 per slot. Party members can use their own actions to eat the berry, but under most DMs, the berries work like healing potions - minions can force-feed them to party members. Try to have as many berries as possible. Your maximum number of berries is 150, if you spent 0 slots yesterday, which is 450 points of healing for today.
If you can start with magic items, you want a Moon Sickle. The +1d4 applies to all targets of Mass Cure Wounds, since you roll once and apply healing to all.
Note that Twilight Cleric doesn't care if you scale up past 6, and neither does the Unicorn Spirit, but Mass Cure Wounds 100% does. It can't hit more than 6 targets.
Thanks for the tips, buddy. The group has gotten smaller and we are 6 now. The DM has banned the use of Paladin because of the lore. So, we are studying other possibilities without counting on him. But, they are great tips and I really appreciate your help. I forgot to mention, we'll all be level 10.
Here's the math on a party of 6, assuming you stay 6, which would be weird - at least one of you is bound to take a minion, like a familiar or a haemonculus or something.
Twilight Cleric: Twice per short rest, you can, as an action (so your bonus action is available, for e.g. Mass Healing Word), give the entire party end-of-turn 1d6+10 THP or curing of one charmed or frightened causing effect for 1 minute (10 rounds, usually enough to cover an entire combat with time to spare). THP overlaps rather than stacks, so there's often more than 0 benefit to slapping this on someone repeatedly, but it'll have statistically diminishing returns until everyone has 16 THP on them. If the entire party is taking damage all the time for an entire minute, you will output 810 "healing" in the form of THP "shielding".
If you’re a twilight cleric and providing temp HP every round over 1 minute to a party of six with just one action… that’s one action for an average of 810 temporary HPs. And you can do it twice per short rest, and the Temp HP don't just disappear any left over afterwards stick around. That's 1,620 avg Temp HP per short rest.
It is a crazy amount of THP from just a single action... you get your action + bonus actions on all subsequent turns to still do normal combat stuff, cast spells, fight, whatever. Even, on the offchance anyone even does get injured... heal.
Having a backup cleric would be great -Twilight Clerics provide THP, meaning they stack with actual healing if someone takes enough damage for both (the THP will get hurt, which may give you nothing to heal - which is what you want).
Honestly? They don't stack great with an actual healer... having another cleric or healer on the team isn’t going to do you a whole lot of good. They don’t need to heal very much since no one is taking ‘real’ damage very often. And if they are somehow taking real damage it is because your DM has adapted to the presence of your twilight cleric and is having NPCs focus fire a single party member during fights.
So, if you wanted any backup-cleric in the team, it isn’t a healer… it’s a Peace Cleric.
Why? Well, because Peace domain lets their party take hits for one another, giving players control of who is getting hit, allowing them to burn those temp HP as much as they like. The rest of the peace domain kit isn’t wasted because it just makes your team stronger, generally, when close together, which they all will be to stay within the twilight sanctuary.
So twilight is broken OP alone, and Peace is broken OP alone. But if you actually combine them your party becomes just about unkillable by anything even remotely close to reasonable CR.
You’re giving out 1d6+10 HP every round to every party member and even the DM can’t decide to tunnel damage at a PC with focus fire because everyone can take hits for others. So you just have this massive uncrackable temp HP shell over your whole team.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
First, if you wanna be a healer, take the Healer feat and buy a ton of healer's kits. Kits are dirt cheap, the minimum healing is way better than Cure Wounds at higher character levels, and it doesn't cost you spell slots. My fighter had that and basically negated the need for a dedicated healer.
I actually prefer playing healbots, and the best healer builds I've made were my aasimar Stars Druid (Healing Hands may be once a day, but it can't be counterspelled and it doesn't use spell slots, and Starry Form Chalice basically gives you a free ranged Cure Wounds every time you cast a healing spell - and it recharges on short rests) and my Grave Cleric. Now, true, Grave Domain is best when characters are at 0hp (because healing is maxed), but spamming Death Ward and Aid can be literal lifesavers, having a ranged Spare the Dying as a bonus action is insanely useful, and your Channel Divinity feature helps the DPS hit really, really hard so hopefully the baddie goes down before anyone in your party does.
An oft overlooked feat is inspiring leader, once per short rest you can give up to 6 people temp hp equal to your level plus Chr bonus.
But Twilight Sanctuary can be used twice between rests, and that gives a crazy recharging temp HP pool.
Sure - well from level 6, and inspiring leader can be used once per short rest on a specific group of people - but it can effectively be used an unlimited number of times as long as it is on a different group. The point is that you use it on the party as soon as you finish a rest, then they get 4 or 5 plus your level temp hp before you have even got into combat and activated twilight sanctuary. It is also good while exploring if someone springs a trap. So yes, it isn't as powerful as using the sanctuary but it has many of other uses and effectively gives another source of temp hp.
Hello friends. I am here again to gain knowledge of your brains. I'm about to enter a campaign that, according to DM, will be very difficult and with definitive deaths. We will be a group of eight players and I am responsible for healing and keeping them alive. That's exactly why I'm here. What combination of Class, Race and Talents do you recommend? I'm not the only healer in the group, but the other character is a Paladin. Everyone is doing combos etc and I'm not very knowledgeable in the healing arts.
Thank you in advance for your attention!
Edit#1 - The group got smaller. We are now 6 players and we are all level 10.
I'm sure others can offer some crazy builds, but a simple Circle of Dreams Druid with Healing Spirit never goes wrong. One way or another you'll probably want to get a level of Life Cleric for the extra healing on spells.
I didn't think about the Druids. I'll take a look right now. Thanks for the tip :)
An Aasimar Cleric of the Life Domain with the Healer feat. I think that's about the most powerful healer in the game.
<Insert clever signature here>
The combination of Goodberry and the Life Domain feature Disciple of Life allows for the 1st level spell to heal a whopping 40 hit point.
That's 5.33x as much as a 1st level Cure Wounds, on average.
Druid of the Stars is deceptively good healing.
Multiclass this into a life Cleric for
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Shepard druids with the unicorn spirit totem are also very good healers. The summons absorb damage too.
Most of the benefit of Life Cleric comes at level 1, so if you can multiclass I'd do a druid that takes 1 level of cleric and then moves on.
Make sure you're good at something else too. Killing enemies before they damage you is better than spending actions to heal in combat, and buffing allies to kill faster or debuffing enemies to prevent attacks can also prevent a great deal of damage.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Healing 8 targets at once is rough. What class level are you looking at playing? Wish is the best healing spell in the game, so typically comparative analysis of healing classes and subclasses breaks down at 17th level, when it takes over as best-in-show healing.
What sort of access do you have to the item creation rules? If you can have pockets full of healing potions, often one of the best healing builds is just commanding an army of servants that can deliver the potions for you.
If you really want to keep a party of that size on its feet dynamically - using mid-combat healing, which is very difficult in 5E - here are the best options I know of:
Thanks for the tips, buddy. The group has gotten smaller and we are 6 now. The DM has banned the use of Paladin because of the lore. So, we are studying other possibilities without counting on him. But, they are great tips and I really appreciate your help. I forgot to mention, we'll all be level 10.
Banning a standard character class is a bit of an odd choice.
This is off-topic, but I think it might be worth having a chat with your DM before the campaign begins, because being told "This will be very hard and there will be character deaths" whilst effectively being the sole healer to keep the group alive doesn't sound like much fun. Combining that with the removal of some player choice in classes, it sounds like the DM is slightly combative against their players. I'd check with the DM whether this was a 'meat grinder' type campaign in which there is little point in getting attached to a character, or designing a backstory and personality because death might arrive any second, or whether they're just being dramatic.
My alarm bells start blaring whenever a DM wants to start a group off at high level and talks about how hardcore their game is. The first rule for DM's should always be: "You build the game so that the players have fun." That is the core of your job as the DM. There are reasonable limits, like not giving players everything they want, but make sure that this is a game that's going to be fun to play in.
Thanks for your opinion. I totally agree with your thinking.
The game should be fun for everyone, not just the DM. I got into this subject with him and he said that it's a short adventure he made and that he'll take the opportunity to test how combat is with many creatures against many players and with high difficulty. Even though he says this is not the case, for me it is a "meat grinder" campaign. But it's alright. The players and I are preparing for the worst, without much expectation. Let's combine everything we can to be unbeatable.
Thank you for your opinion. It's very valuable.
Here is my suggestion: https://ddb.ac/characters/54332321/44qLyD
Rationale:
Aasimar due to the Healing Hands- Last line resort to bringing someone back from 0.
Life Cleric- Additional heals for each heal you do. Another source of healing from your Channel Divinity
Circle of Dreams Druid- Balm of the Summer Court gives you 8d6 that you can divy out as a Bonus Action to heal people within 120 ft! its a crazy distance and being at 1 hp makes you 100% combat effective still. Also it does not count as a spell so you can still cast a full spell as an action.
The other caveat of it not being a spell....you can be wildshaped and still use it! Meaning you can wildshape in battle to give yourself a bunch of THP and still be healing others.
Spells- Goodberry (40 hp with a 1st level spell!) Healing spirit (Depending on how your DM plays this everyone will be back at full hp all the time), plus whatever you want to use.
Having a backup cleric would be great -Twilight Clerics provide THP, meaning they stack with actual healing if someone takes enough damage for both (the THP will get hurt, which may give you nothing to heal - which is what you want).
Here's the math on a party of 6, assuming you stay 6, which would be weird - at least one of you is bound to take a minion, like a familiar or a haemonculus or something.
Twilight Cleric: Twice per short rest, you can, as an action (so your bonus action is available, for e.g. Mass Healing Word), give the entire party end-of-turn 1d6+10 THP or curing of one charmed or frightened causing effect for 1 minute (10 rounds, usually enough to cover an entire combat with time to spare). THP overlaps rather than stacks, so there's often more than 0 benefit to slapping this on someone repeatedly, but it'll have statistically diminishing returns until everyone has 16 THP on them. If the entire party is taking damage all the time for an entire minute, you will output 810 "healing" in the form of THP "shielding".
Mark of Healing Halfling Life Cleric 1/Shepherd Druid 9: Once per short rest, as a bonus action, you can drop a unicorn spirit, which costs another bonus action to move - anyone who wants healing needs to be within 30 feet of the spirit, and since the spirit occupies a grid space, that's a 13x13 grid square centered on the spirit. Your action can be Aura of Vitality, which should trigger the spirit's healing of 9 to everyone in the circle, or it can be Mass Cure Wounds, which will also trigger it. Your Mass Cure Wounds heals 25.5 per target up to 6 targets, which is the party, so 153 healing done before the spirit - the spirit's healing is 9 to everyone, which is another 54, so 207. Aura of Vitality causes 54 healing on cast but not later, but its job is conserving spell slots - it gives you bonus action healing of 12 without consuming any additional slots and while letting you cast spells as your action, so you can burn slots on things like Mass Cure Wounds. While the spirit is up, you can also use a bonus action and burn a slot on Mass Healing Word, which, even without upcasting, heals 12.5 to the party and triggers the spirit, so 21.5 to the party, which is 129 total. When you run out of slots or action economy, your general solution is to upcast Cure Wounds on the most injured party member and let the Unicorn Spirit dispense additional healing to others. It will heal 5.5*spell level + 7 to one target and 9 to all targets, including the original, so e.g. a level 1 slot spent on it will generate 66.5 healing total.
Burning as "hot" as possible looks like this: turn 1 spirit+ aura of vitality, turns 2 and 3 mass cure wounds + bonus action heal someone, turns 4 to 6 upcast cure wounds with an L4 slot and bonus action heal, turns 7 to 9 upcast cure wounds with an L3 slot and bonus action heal, turn 10 upcast cure wounds with an L2 slot and bonus action heal. That's total healing 540 (spirit healing happening every turn for 10 turns) + 153*2 + 29*3 + 23.5*3 + 18 + 12*10, or 1,141.5 points of healing. After that you're nearly done for the day - you have only 4 L1 spell slots and 2 L2 spell slots left - and a round like this should never, ever happen, but you get the idea.
We're not done, however. You're a Life Cleric with Goodberry; you'll need a ruling from your DM on how many slots you had yesterday just before you went to bed. Your Goodberry spell triggers the unicorn spirit on cast, but that's not really the point - it lets you turn unused spell slots at the end of the day into 10 berries that take an action to eat and heal 3 hit points each, for 30 per slot. Party members can use their own actions to eat the berry, but under most DMs, the berries work like healing potions - minions can force-feed them to party members. Try to have as many berries as possible. Your maximum number of berries is 150, if you spent 0 slots yesterday, which is 450 points of healing for today.
If you can start with magic items, you want a Moon Sickle. The +1d4 applies to all targets of Mass Cure Wounds, since you roll once and apply healing to all.
Note that Twilight Cleric doesn't care if you scale up past 6, and neither does the Unicorn Spirit, but Mass Cure Wounds 100% does. It can't hit more than 6 targets.
If you’re a twilight cleric and providing temp HP every round over 1 minute to a party of six with just one action… that’s one action for an average of 810 temporary HPs. And you can do it twice per short rest, and the Temp HP don't just disappear any left over afterwards stick around. That's 1,620 avg Temp HP per short rest.
It is a crazy amount of THP from just a single action... you get your action + bonus actions on all subsequent turns to still do normal combat stuff, cast spells, fight, whatever. Even, on the offchance anyone even does get injured... heal.
Honestly? They don't stack great with an actual healer... having another cleric or healer on the team isn’t going to do you a whole lot of good. They don’t need to heal very much since no one is taking ‘real’ damage very often. And if they are somehow taking real damage it is because your DM has adapted to the presence of your twilight cleric and is having NPCs focus fire a single party member during fights.
So, if you wanted any backup-cleric in the team, it isn’t a healer… it’s a Peace Cleric.
Why? Well, because Peace domain lets their party take hits for one another, giving players control of who is getting hit, allowing them to burn those temp HP as much as they like. The rest of the peace domain kit isn’t wasted because it just makes your team stronger, generally, when close together, which they all will be to stay within the twilight sanctuary.
So twilight is broken OP alone, and Peace is broken OP alone. But if you actually combine them your party becomes just about unkillable by anything even remotely close to reasonable CR.
You’re giving out 1d6+10 HP every round to every party member and even the DM can’t decide to tunnel damage at a PC with focus fire because everyone can take hits for others. So you just have this massive uncrackable temp HP shell over your whole team.
Edit: You're better at math than I am rofl.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
First, if you wanna be a healer, take the Healer feat and buy a ton of healer's kits. Kits are dirt cheap, the minimum healing is way better than Cure Wounds at higher character levels, and it doesn't cost you spell slots. My fighter had that and basically negated the need for a dedicated healer.
I actually prefer playing healbots, and the best healer builds I've made were my aasimar Stars Druid (Healing Hands may be once a day, but it can't be counterspelled and it doesn't use spell slots, and Starry Form Chalice basically gives you a free ranged Cure Wounds every time you cast a healing spell - and it recharges on short rests) and my Grave Cleric. Now, true, Grave Domain is best when characters are at 0hp (because healing is maxed), but spamming Death Ward and Aid can be literal lifesavers, having a ranged Spare the Dying as a bonus action is insanely useful, and your Channel Divinity feature helps the DPS hit really, really hard so hopefully the baddie goes down before anyone in your party does.
I would highly recommend watching this guy's video. This is the most optimized healing-focused build you will probably find anywhere. Link
An oft overlooked feat is inspiring leader, once per short rest you can give up to 6 people temp hp equal to your level plus Chr bonus.
But Twilight Sanctuary can be used twice between rests, and that gives a crazy recharging temp HP pool.
Sure - well from level 6, and inspiring leader can be used once per short rest on a specific group of people - but it can effectively be used an unlimited number of times as long as it is on a different group. The point is that you use it on the party as soon as you finish a rest, then they get 4 or 5 plus your level temp hp before you have even got into combat and activated twilight sanctuary. It is also good while exploring if someone springs a trap. So yes, it isn't as powerful as using the sanctuary but it has many of other uses and effectively gives another source of temp hp.
Twilight Cleric
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter