A DM of mine is trying to set up a limited campaign. It will be level 11. You will not level during the play-through.
Characters will start with 500 GP, starting equipment, and 1 Rare magic item (DM will have to approve). Mundane equipment can be exchanged/bought at PHB prices. Multi-class is allowed. Consumable spell components will be tracked. Stat generation has not been determined. The standard array is always allowed in our past games so for this thread we can assume that.
My Goal:Create a highly effective combat medic. Support and healing will be the main goals over everything else.
I have an idea in mind. I may post it later after getting a few ideas but I don't want to influence suggestions at this point.
If you like a build mentioned upvote that response so it is easy to find if this thread gets lengthy.
Be A Life Cleric, be ranged, get healer feat. Buy 10 healers kit done. Or
Variant human, take the Magic Initiate feat for shillelagh, produce flame, and goodberry. Two levels of Life Cleric. Your free casting of goodberry now produces berries that heal 4 hit points Instead of 1, for a total of 40 hp rather than 10, usable by any character, like miniature potions. At that point you can just do whatever you want, save your spell slots, use them, doesn't matter, you'll be fine. Take your choice of spells, but I recommend always keeping healing word prepared just in case.
You can even double up on berries. If at the end of the day you still haven't used the spell, you can cast it just before you start a long rest. Finish the long rest, get the use of goodberry back, and the berries you made still have 16 hours of magic left in them! That leaves you with EIGHTY HIT POINTS at level two to pass out like candies to the good little adventurers that protect the cleric!
What kind of utility do you see that build bringing? Buffs for saves/HP's/poison/traps. Anything other than Healing Word for ranged recovery? If someone dies what options do you foresee using?
V Human or Custom Lineage. Bonus feat to grab Inspiring Leader or Eldritch Adept (Agonising Blast).
1 Level Hexblade Warlock 10 Levels Bard (any school of your choice). Use the ASIs from Bard to max CHA. This build has access to 5th level spells, medium armor and shield for a solid AC (that can be further boosted by the Shield spell from the Hexblade spell list). The Aid spell and Inspiring Leader (if you took it) to boost party hp, a solid array of support spells from the Bard list including Healing Word, Lesser Restoration, Dispel Magic, Greater Restoration and Raise Dead.
Access to at least any 2 spells from whatever spell list levels 5 or below. Bardic Inspiration and its associated uses from the various subclasses and Song of Rest to help your party heal more during rests.
On the offense department you have Eldritch Blast (potentially boosted by Agonising Blast) and Booming Blade from the Hexblade dip and Hexblade's Curse to potentially try and burst something down. Both cantrips also scaled to level 11 efficiency.
Edit: you could potentially have both Eldritch Adept and Inspiring Leader if you don't mind rocking 18 CHA
I recommend just going straight Divine Soul Sorcerer. Take the Distant Spell, Quickened Spell, and Twinned Spell metamagics. With Distant Spell you can use Cure Wounds from range, or do stuff like double the range of Mass Healing Word in case your party is spread very thin across the board. Quickened spell opens you up to more complicated comboes, and with Twinned Spell you can heal two allies with a single spell slot.
I'd also recommend taking the Protector Aasimar race for additional healing.
For feats I recommend Healer or Inspiring Leader. Both of them are useful in different ways... Healer will save you spell slots in the heat of the moment, but Inspiring Leader is a good way to just give out free temp HP. It's kind of good to think of Temp HP as a sort of pre-loaded healing... sort of like pumping everyone in your party with a low-roll Mass Cure Wounds ahead of combat.
What kind of utility do you see that build bringing? Buffs for saves/HP's/poison/traps. Anything other than Healing Word for ranged recovery? If someone dies what options do you foresee using?
Buffs are the guidance cantrip and bless. Depending on the enemy, protection from evil and good. Spirit guardians can be a really good battlefield control spell. High levels can get you heroes feast.
There’s really not much for ranged healing besides healing word, but life clerics get heavy armor, so you can be up in the mix. Though at higher levels you get mass healing word and mass cure wounds, which are good ranged options. Keep in mind, the math in D&D doesn’t work like a computer game, trying to heal people mid fight is not always a good choice. It can be, but it can sometimes be better to let an ally drop before you heal them.
If someone dies, you have revivify as a domain spell. Just make sure you’ve got a couple diamonds by 5th level.
A DM of mine is trying to set up a limited campaign. It will be level 11. You will not level during the play-through.
Characters will start with 500 GP, starting equipment, and 1 Rare magic item (DM will have to approve). Mundane equipment can be exchanged/bought at PHB prices. Multi-class is allowed. Consumable spell components will be tracked. Stat generation has not been determined. The standard array is always allowed in our past games so for this thread we can assume that.
My Goal:Create a highly effective combat medic. Support and healing will be the main goals over everything else.
I have an idea in mind. I may post it later after getting a few ideas but I don't want to influence suggestions at this point.
If you like a build mentioned upvote that response so it is easy to find if this thread gets lengthy.
Sure.
Halfling (Mark of Healing)Life Cleric 1 / Transmuter Wizard 10 Starting Stats:: Str 8, Dex 14, Con 15, Int 14, Wis 14, Cha 10 ASIs:Int 18 (if you were to keep leveling, we'd fix that odd Con score with Resilient Con) Cantrips (Wizard): Toll the Dead, Ray of Frost, Minor Illusion, Prestidigitation, Shape Water Cantrips (Cleric): Guidance, Light, Mending Tool Proficiencies: One of them should be Herbalism.
Starting at level 11, the best combo I have seen is 6 levels of Twilight cleric, then 2 levels of Circle of Stars druid. After that it kind of depends, personally I would go back to Cleric, but I have been told that continuing with druid is more fun. I am playing this build at level 9 so far 7 cleric / 2 druid and it has been insane. Better than a life cleric surprisingly due to the crazy amounts of temp hit points. In multiple fights with a raging barbarian, their resistance to melee damage combined with the temp hp meant that we ended fights without him having taken any actual damage.
Emphasize on the "Combat" part and more focus on preventing damage rather than necessarily being the best at healing (dead enemies deal zero damage). Custom Lineage (or Variant Human) Battle Smith Artificier. Basically you want to max out your Int and get the Skill Expert feat (for Expertise in Medicine, because that fits the fluff) and the Telekinetic feat. Use your Steel Defender to support your allies and use your telekinetic shove to bring fallen allies closer to you for healing. Load up your Spell Storing Item with a healing spell of your choice and you're good to go. Don't forget to use the Arcane Jolt to heal your friends as well.
You can also do the slightly less fun way of the build above but as an Artillerist and keep spamming temp HP each turn. It's up to you. :)
I once build this curve-ball supporter once. It is a little bit on the cheesy side mechanically but I don't think it is too bad ;-)
Mark of Hospitality Halfling / Celestial Warlock
The cheesy part is to use aid (goodberries) before a short rest and get your spell slots back right after. You increase the hitpoint max of your party by 20 and they gain ~8 temporal hitpoints (celestial resistance) after each short rest. You have cure wounds for healing and a 60 feet bonus action heal to get your party back to their feet 12x per day (healing light).
Further cheese: Let your invisible familiar (or unseen servant) feed your downed party members goodberries :-D
You have access to further support spells like restoration, revivify, aura of purity and the best part: It's still a warlock (I love that class ;-)). So you can get further utility with the eldritch invocations or up your damage with eldritch blast.
Hindsight is 20/20. I guess I should have left the combat out and just put "Ultimate Medic" for my goal. No worries though the suggestions have still been great. I never really looked at Twilight domain or Circle of Stars/Wildfire for options. Thanks for the pointers.
What I have worked out:
Variant Human with the Healer feat.
1 Level Life Cleric
10 Level Druid Circle of Dreams
This gives me the Life Cleric's uber trait for extra healing on all spells. I get the 4 point Goodberry. Dreams also gets me 10 charges of a 120ft bonus action 1d6 + 1 Temporary HP. Multiple charges can be used at once if desired. When combat happens I will pretty much always drop a Sanctuary on myself then move around the fight using healer's kit to patch people up. At level 11 the kit will put out 16 - 21 health per use once per long rest of the target. Strategic use of Healing Spirit (with the Life bonus) might allow party members to move through it on their turn letting me get some "no action" heals in. Dreams also lets me get extra mobility/control of the battle area through the Hidden Paths class feature I can bonus action teleport myself or action teleport others. When prepping for a long rest and doing things like casting Goodberry, Hearth of Moonlight and Shadow will help to ensure we get that long rest. Reincarnate for emergencies and still have access to things like lesser and Greater Restoration. I don't see Wild Shape having too much combat potential for this build but it will still provide the out-of-combat capability it normally does.
If I did not go with the Healer feat I think I would go with a Star or Wildfire circle to make up for raw output. I will definitely be looking into those.
Solid build! I think you did a lot to make yourself a great healer but also letting you be more dynamic in combat, since you don't need to be actively healing constantly
Starting at level 11, the best combo I have seen is 6 levels of Twilight cleric, then 2 levels of Circle of Stars druid. After that it kind of depends, personally I would go back to Cleric, but I have been told that continuing with druid is more fun. I am playing this build at level 9 so far 7 cleric / 2 druid and it has been insane. Better than a life cleric surprisingly due to the crazy amounts of temp hit points. In multiple fights with a raging barbarian, their resistance to melee damage combined with the temp hp meant that we ended fights without him having taken any actual damage.
This is what I'd suggest. Starry twilight, it's a great theme.
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A DM of mine is trying to set up a limited campaign. It will be level 11. You will not level during the play-through.
Characters will start with 500 GP, starting equipment, and 1 Rare magic item (DM will have to approve). Mundane equipment can be exchanged/bought at PHB prices. Multi-class is allowed. Consumable spell components will be tracked. Stat generation has not been determined. The standard array is always allowed in our past games so for this thread we can assume that.
My Goal: Create a highly effective combat medic. Support and healing will be the main goals over everything else.
I have an idea in mind. I may post it later after getting a few ideas but I don't want to influence suggestions at this point.
If you like a build mentioned upvote that response so it is easy to find if this thread gets lengthy.
Be A Life Cleric, be ranged, get healer feat. Buy 10 healers kit done. Or
Variant human, take the Magic Initiate feat for shillelagh, produce flame, and goodberry. Two levels of Life Cleric. Your free casting of goodberry now produces berries that heal 4 hit points Instead of 1, for a total of 40 hp rather than 10, usable by any character, like miniature potions. At that point you can just do whatever you want, save your spell slots, use them, doesn't matter, you'll be fine. Take your choice of spells, but I recommend always keeping healing word prepared just in case.
You can even double up on berries. If at the end of the day you still haven't used the spell, you can cast it just before you start a long rest. Finish the long rest, get the use of goodberry back, and the berries you made still have 16 hours of magic left in them! That leaves you with EIGHTY HIT POINTS at level two to pass out like candies to the good little adventurers that protect the cleric!
@Lolths_Bane:
Great tips for the low levels.
What kind of utility do you see that build bringing? Buffs for saves/HP's/poison/traps. Anything other than Healing Word for ranged recovery? If someone dies what options do you foresee using?
V Human or Custom Lineage. Bonus feat to grab Inspiring Leader or Eldritch Adept (Agonising Blast).
1 Level Hexblade Warlock 10 Levels Bard (any school of your choice). Use the ASIs from Bard to max CHA. This build has access to 5th level spells, medium armor and shield for a solid AC (that can be further boosted by the Shield spell from the Hexblade spell list). The Aid spell and Inspiring Leader (if you took it) to boost party hp, a solid array of support spells from the Bard list including Healing Word, Lesser Restoration, Dispel Magic, Greater Restoration and Raise Dead.
Access to at least any 2 spells from whatever spell list levels 5 or below. Bardic Inspiration and its associated uses from the various subclasses and Song of Rest to help your party heal more during rests.
On the offense department you have Eldritch Blast (potentially boosted by Agonising Blast) and Booming Blade from the Hexblade dip and Hexblade's Curse to potentially try and burst something down. Both cantrips also scaled to level 11 efficiency.
Edit: you could potentially have both Eldritch Adept and Inspiring Leader if you don't mind rocking 18 CHA
@ThelonlyMagi:
Lol. Yeah, I definitely did not think hmmm Hexblade should make a great combo for healer/support.
I recommend just going straight Divine Soul Sorcerer. Take the Distant Spell, Quickened Spell, and Twinned Spell metamagics. With Distant Spell you can use Cure Wounds from range, or do stuff like double the range of Mass Healing Word in case your party is spread very thin across the board. Quickened spell opens you up to more complicated comboes, and with Twinned Spell you can heal two allies with a single spell slot.
I'd also recommend taking the Protector Aasimar race for additional healing.
For feats I recommend Healer or Inspiring Leader. Both of them are useful in different ways... Healer will save you spell slots in the heat of the moment, but Inspiring Leader is a good way to just give out free temp HP. It's kind of good to think of Temp HP as a sort of pre-loaded healing... sort of like pumping everyone in your party with a low-roll Mass Cure Wounds ahead of combat.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Buffs are the guidance cantrip and bless. Depending on the enemy, protection from evil and good. Spirit guardians can be a really good battlefield control spell. High levels can get you heroes feast.
There’s really not much for ranged healing besides healing word, but life clerics get heavy armor, so you can be up in the mix. Though at higher levels you get mass healing word and mass cure wounds, which are good ranged options. Keep in mind, the math in D&D doesn’t work like a computer game, trying to heal people mid fight is not always a good choice. It can be, but it can sometimes be better to let an ally drop before you heal them.
If someone dies, you have revivify as a domain spell. Just make sure you’ve got a couple diamonds by 5th level.
I suggest you find out what everyone else is playing to make sure you don’t end up as the third combat medic by accident.
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Sure.
Halfling (Mark of Healing) Life Cleric 1 / Transmuter Wizard 10
Starting Stats:: Str 8, Dex 14, Con 15, Int 14, Wis 14, Cha 10
ASIs:Int 18 (if you were to keep leveling, we'd fix that odd Con score with Resilient Con)
Cantrips (Wizard): Toll the Dead, Ray of Frost, Minor Illusion, Prestidigitation, Shape Water
Cantrips (Cleric): Guidance, Light, Mending
Tool Proficiencies: One of them should be Herbalism.
A stars/wildfire Druid cross life cleric is an insane healer.
stars and wildfire boost healing spells whenever you roll them in different ways.
life is just more healing.
Way of Mercy Monk.
It's not optimized but could be fun.
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Starting at level 11, the best combo I have seen is 6 levels of Twilight cleric, then 2 levels of Circle of Stars druid. After that it kind of depends, personally I would go back to Cleric, but I have been told that continuing with druid is more fun. I am playing this build at level 9 so far 7 cleric / 2 druid and it has been insane. Better than a life cleric surprisingly due to the crazy amounts of temp hit points. In multiple fights with a raging barbarian, their resistance to melee damage combined with the temp hp meant that we ended fights without him having taken any actual damage.
Emphasize on the "Combat" part and more focus on preventing damage rather than necessarily being the best at healing (dead enemies deal zero damage). Custom Lineage (or Variant Human) Battle Smith Artificier. Basically you want to max out your Int and get the Skill Expert feat (for Expertise in Medicine, because that fits the fluff) and the Telekinetic feat. Use your Steel Defender to support your allies and use your telekinetic shove to bring fallen allies closer to you for healing. Load up your Spell Storing Item with a healing spell of your choice and you're good to go. Don't forget to use the Arcane Jolt to heal your friends as well.
You can also do the slightly less fun way of the build above but as an Artillerist and keep spamming temp HP each turn. It's up to you. :)
I once build this curve-ball supporter once. It is a little bit on the cheesy side mechanically but I don't think it is too bad ;-)
Mark of Hospitality Halfling / Celestial Warlock
The cheesy part is to use aid (goodberries) before a short rest and get your spell slots back right after. You increase the hitpoint max of your party by 20 and they gain ~8 temporal hitpoints (celestial resistance) after each short rest. You have cure wounds for healing and a 60 feet bonus action heal to get your party back to their feet 12x per day (healing light).
Further cheese: Let your invisible familiar (or unseen servant) feed your downed party members goodberries :-D
You have access to further support spells like restoration, revivify, aura of purity and the best part: It's still a warlock (I love that class ;-)). So you can get further utility with the eldritch invocations or up your damage with eldritch blast.
Upvote the builds you like. I will post what I have come up with later. Thanks to everyone.
Hindsight is 20/20. I guess I should have left the combat out and just put "Ultimate Medic" for my goal. No worries though the suggestions have still been great. I never really looked at Twilight domain or Circle of Stars/Wildfire for options. Thanks for the pointers.
What I have worked out:
Variant Human with the Healer feat.
1 Level Life Cleric
10 Level Druid Circle of Dreams
This gives me the Life Cleric's uber trait for extra healing on all spells. I get the 4 point Goodberry. Dreams also gets me 10 charges of a 120ft bonus action 1d6 + 1 Temporary HP. Multiple charges can be used at once if desired. When combat happens I will pretty much always drop a Sanctuary on myself then move around the fight using healer's kit to patch people up. At level 11 the kit will put out 16 - 21 health per use once per long rest of the target. Strategic use of Healing Spirit (with the Life bonus) might allow party members to move through it on their turn letting me get some "no action" heals in. Dreams also lets me get extra mobility/control of the battle area through the Hidden Paths class feature I can bonus action teleport myself or action teleport others. When prepping for a long rest and doing things like casting Goodberry, Hearth of Moonlight and Shadow will help to ensure we get that long rest. Reincarnate for emergencies and still have access to things like lesser and Greater Restoration. I don't see Wild Shape having too much combat potential for this build but it will still provide the out-of-combat capability it normally does.
If I did not go with the Healer feat I think I would go with a Star or Wildfire circle to make up for raw output. I will definitely be looking into those.
Solid build! I think you did a lot to make yourself a great healer but also letting you be more dynamic in combat, since you don't need to be actively healing constantly
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
This is what I'd suggest. Starry twilight, it's a great theme.