Players and Dungeon Masters (DMs) of Dungeons & Dragons know there’s more to Wizards of the Coast‘s hit IP than just casting fireballs and hacking through monsters. Skilled players know the healer serves just as important a role as their tank and damage-dealing counterparts.
Flexibility reigns in Dungeons and Dragons 5e (D&D 5e,) and it’s often the healer that gets the party out of certain doom & saves the day. For players looking for more dynamic characters, a healer might serve this purpose well. After all, most healing-oriented classes in D&D 5e are built to be extremely flexible. However, should players take on the responsibility of a healer, just what are the best spells that should be in their repertoire?
10 Healing Word
Players scale in health very quickly when they level up, which might make some spells like Healing Word feel less impactful when cast. Unlike other healing spells, however, Healing Word only takes a Bonus Action to cast and happens instantaneously. Anyone within 60 feet of the spellcasting class can receive its benefits.
With Healing Word, a target can receive 1d4 + Spellcasting Ability Modifier of healing. It doesn’t have effects on constructs or undead, which means Healing Word strictly becomes a support spell. Moreover, healing gets increased by 1d4 for every Spell Slot used above 1st-Level. Despite its rather “weak” nature, Healing Word serves as a great supplement for healing spell combos.
9 Cure Wounds
Spellcasters with a knack for healing will almost always rely on good ‘ol Cure Wounds to help their allies. After all, this 1st-Level Evocation spell (Verbal, Somatic) happens as soon as they get to touch their target. As it heals a target of 1d8 plus their Spellcasting Ability Modifier, this easily becomes a go-to healing spell at early levels. Moreover, this spell increases the healing by 1d8 for every higher-level Spell Slot used.
Unlike other healing spells, Cure Wounds doesn’t affect constructs or undead. As such, players should strictly reserve this spell for healing purposes.
8 Mass Healing Word
Healing Word might not be a powerful healing spell, but it’s a great spell when targeting a ton of creatures. Unlike Healing Word, Mass Healing Word ups the ante by allowing casters to heal up to six creatures within 60 feet. As such, Mass Healing Word is a 3rd-Level Evocation spell (Verbal). Interestingly, casters still only need a Bonus Action to cast this spell, with its effect felt instantaneously.
Likewise, Mass Healing Word grants healing of 1d4 + Spellcasting Ability Modifier to all targets. Each spell slot used above 3rd-Level increases healing by 1d4. Like Healing Word, Mass Healing Word might not serve as the most powerful healing spell out there, but with only a bonus action as a cost, that 1d4 healing might save the party in tight situations.
7 Goodberry
What is it about small, bite-sized food that gives nourishment and decent healing? The Goodberry serves as a handy 1st-Level Transmutation (Verbal, Somatic, Material) spell for those in need of quick healing. Casting Goodberry only takes an action, and afterwards ten berries appear on the caster’s hand. Each berry, infused with magic for 24 hours, can heal 1HP. While this healing might not seem too useful, parties can use that 1HP buff to get out of being knocked out or even turn the tide of battle.
Moreover, Goodberry eliminates the need for adventurers to carry a ton of rations for extended journeys, thanks to the Goodberry’s ability to provide sustenance for a day.
6 Spare The Dying
Spare the Dying easily becomes one of the most essential cantrips in the Cleric’s arsenal. This Necromancy cantrip (Verbal, Somatic) can stabilize any living creature with 0 Hit Points. Casters simply need to touch the target and its effects happen instantaneously.
Despite its simple nature, Spare the Dying should become a staple in any healer’s arsenal. Players may also choose to get the Magic Initiate feat to get Spare the Dying from the Cleric’s cantrip list. Spare the Dying’s once-per-long rest mechanic under this feat can become a surprise life-saver in crucial situations.
5 Lesser Restoration
While not a healing spell, Lesser Restoration becomes an important asset in any party’s arsenal especially when against stronger opponents. This 2nd-Level Abjuration spell (Verbal, Somatic) is a reminder that stronger opponents rely less on brute force and instead debilitate the party with status conditions. Simply being Poisoned, Paralyzed, Deafened, or Blinded can render any party member useless.
Thanks to Lesser Restoration, a caster simply needs an action to touch a creature afflicted with a disease or condition to end it. Since the effect happens instantaneously, a party member can quickly return to the fight without much worry.
4 Aid
Despite not being a healing spell, Aid serves as one of the best support spells in D&D 5e. This 2nd-Level Abjuration spell (Verbal, Somatic, Material) targets multiple creatures, with effects lasting for eight hours. Casters who activate Aid need to cast it using an action, and three creatures within 30 feet will get +5 to their Hit Point maximum until the spell ends.
This +5 to Hit Point Maximum might not seem like a lot, even with the option to boost the bonus by +5 for each Spell Slot used above 2nd-Level, but when combined with the Temporary HP bonus of feats like Inspiring Leadership, Aid becomes an essential buff prior to long travels and boss fights.
3 Gentle Repose
Spellcasters might find themselves surprised to see Gentle Repose in a list of recommended healing spells. This 2nd-Level Necromancy ritual (Verbal, Somatic, Material) doesn’t exactly grant any healing to its target, but seasoned adventurers might find use of this spell when dealing with powerful NPCs, especially when other powerful forces seem about.
Casters can use Gentle Repose on remains such as a corpse. When they touch the corpse, the spell protects the corpse against decay and cannot become undead for 10 days. Parties with a dead comrade can use Gentle Repose to extend the time needed to get the components for Raise Dead, especially since the latter can become demanding with its requirements. Gentle Repose can help the party stop major villains from summoning a major NPC as an enemy undead– which, let’s be honest, always remains a possibility.
2 Life Transference
Clerics might find themselves surprised to see Life Transference in their repertoire. This 3rd-Level Evocation spell (Verbal, Somatic) takes an action to cast but its effects happen instantaneously. With this spell, casters take 4d8 necrotic damage and their target will in turn receive healing of a value twice as much as the caster’s damage (think lifesteal). Using a 4th-Level Spell Slot and above increases the damage by 1d8 per level, but this also increases the potential healing value of the spell.
Given its dangerous nature, it makes sense for casters to look at Life Transference as a last resort spell. After all, an average of 20 damage to a maximum of 80 damage can prove fatal to low-HP spellcasters. Regardless, the amount of healing this can give to a tank or a damage-dealer can easily turn the tide of battle.
1 Prayer Of Healing
Prayer of Healing serves as one of the best healing spells in any spellcaster’s repertoire, especially considering its wide area of effect. This 2nd-Level Evocation spell (Verbal) works with up to six targets within 30 feet. Granted, the spell needs 10 minutes before casters can invoke its effects. However, when it does work, Prayer of Healing grants the targets healing of up to 2d8 + Spellcasting Ability Modifier. Moreover, the healing gets boosted for 1d8 for every higher-level Spell Slot used.
Despite its inefficiency in actual combat, Prayer of Healing becomes a fundamental element of any spellcaster’s arsenal in extended adventures. The party doesn’t always get the opportunity to go back to town or set up a campfire. As such, Prayer of Healing can grant necessary healing that may save the party from looming dangers ahead.
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