this one's for the Care Bears out there
I don't often do builds that are focused solely on support and healing but
today I wanted to show you guys what I think is the best healer you can
possibly build in DND D 5e welcome to [Music] D4 hey everybody so here at D4 each week
we take deep dives into character builds for our favorite role playing games I like to crunch
numbers about them Theory craft about them not so that I can tell you the right way or the best way
to play a character but to explore one potential way to build something with the hopes of creating
a character that is both really powerful to play but also really fun so if you enjoy creating
characters for your role playing games almost as much as you enjoy playing the actual game itself
or if you're just looking for tips or ideas on how to build something that you're thinking about
playing then welcome home this is where you belong it really is and I'm so glad you're here so thanks
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so thanks for being here right so out of the 150 plus builds that I've done to date for D and D 5e
there have really only been three or four I think that are just kind of built to heal Above All Else
the uh lore Bard healer the first of the bunch and one that I think is really a great build still
honestly there's the Twilight cleric build but I mean that's basically cheating so and besides
giving out temporary hit points isn't really the same thing as healing so maybe we should just
disqualify that one from the group anyways then there's the uh combat medic which I really loved
actually as they were focused on doing anything but casting spells to heal so it was pretty unique
and then there is my favorite of them all and probably the least well-known one actually the uh
the Martyr build aka the mom who was focused on healing but only with the life transference spell
there are plenty of other support builds that I've done to date but I think that those four are the
only ones where I was just like let's maximize healing and sort of ignore everything else correct
me if I'm wrong and I mean sure there is a reason why you don't just see a lot of pure or dedicated
healers in 5e right for one I'm not sure it's a play style that a majority of the people would
want to play sometimes just sitting back and healing allies can feel a little Bor boring for
some people but also as we've often discussed on the channel D and D 5e isn't really made to be
a game where it's all that possible or effective to try to just sit back and keep your allies all
at full health throughout a combat encounter let alone several combat Encounters in a given day
right in 5e it tends to be a lot more efficient to do what you can to avoid taking damage in the
first place bounce a fallen companion back up from being unconscious with a lowlevel healing word
or something and otherwise just try to kill your enemies before they kill you saving healing
back up to full health for in between combat encounters with short rests and things right
but it would appear that Wizards of the Coast are making some changes to Healing spells for the
new version of The Player's handbook coming out later in 2024 essentially they're buffing most of
the healing spells in game significantly at least that's how it is in the most recent play test
at the time of this recording cure wounds and healing word heal for almost double the amount
both at base level and as they scale and most other heal spells are getting significant boosts
as well for me this kind of begs the question why maybe it's just because they want heal spells
to feel more powerful but I have a sneaking suspicion that there may be something larger at
play here I can't help but wonder if they're not planning on increasing monster deadliness or maybe
making it so that when you're reduced to zero hit points it's more painful as a player in order to
prevent the kind of yo-yoing that often happens in 5e currently where a player goes down then gets
bounced up with a healing word takes their turn goes down again gets bounced up again rinse repeat
right it makes for some kind of wonky gameplay I think and can sort of shatter immersion for some
people myself included personally I'd love to see them retune some mechanics or make staying on your
feet really important and if they do then yeah it makes sense to buff healing spells to better
prevent you from getting knocked unconscious in the first place right with that in mind then it
felt like it might be a good good time to finally do a video on a build that's been on my to-do list
for literally years the best healer I can build again this might have a little asterisk assigned
to it that says at the bottom in fine print Twilight clerics not included because yeah the
ability they have to just give out what feels like an almost Limitless amount of temporary hit points
to basically everyone in the party every single round is perhaps a little maybe a lot overpowered
but hey a lot of you can't even play with Twilight clerics at your table I know my friend Chris Trant
monk bans them from his table fairly regularly or maybe you just refuse to play a Twilight cleric
on moral grounds or maybe you feel like giving out temporary hit points isn't the same as healing
anywayss like I said so screw those guys so let's sharpen our pencils and figure it out if for
whatever reason we wanted to make the best healer we could someone who could conceivably keep their
allies topped off healthwise or nearly so so that the danger of ever going unconscious in the first
place was severely reduced how would we build it well this is how I would build it and little
spoiler I think it does a pretty good job of keeping Pace even with that arguably op Twilight
cleric and so I proudly present DND build number 156 the best healer in DND D parenthesis question
mark parenthesis best might be too subjective it's more like the heest Healer in D and how about
the Heavenly healer or Miracle Max universal healthcare thanks again to the Discord users for
those great suggestions but I think I'm just going to go here with the ultimate healer huge thanks
to my friend Randall Hampton for the Fantastic artwork he created for this piece I love it I love
everything that he does as I know many of you do as well if you'd be interested in following him
on social media to check out the other stuff he's done or to maybe reach out and try and commission
him to create some art for your character or maybe even your entire party I will put links in the
video description as always on how to do so thanks R and of course we've got to get a word in from
today's sponsor obvious mimic I am so thrilled to have them for the sponsor again this week today
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mimic you guys rock and let's jump into the build all right at level one for our starting class
surprising probably no one we are going to start out as a cleric actually wait this is me we're
talking about I'm probably surprising everybody that I'm not starting fighter here I was actually
tempted by the way but mostly for constitution saving throw Proficiency in which case you might
want to go artificer or sorcerer for this build as opposed to fighter but actually you know
what the interception or defensive fighting style wouldn't have been too bad either but no no
Fighters today I'm sick of Fighters we are here to heal our companions first and foremost and so need
to get started on those important healing things right away as for our race we're going to go with
the ASMR uh is this the first time that I flat out just recommended ASMR above all others for
a build I think it might be they they've gotten like honorable mentions in the past I don't
know let me know if you can think of one that I that I did in the past but anyway yeah that's
a little crazy cuz I actually really love asmrs but there are a lot of good options for race here
halfling is fantastic Mark of healing halfling if you can get it maybe even for thematic purposes
if nothing else um plus the halfling luck that you get and and then if you take Bountiful luck
as a feet you can share that with your friends it's a great support option I think especially
I love hobgoblin here for their help as a bonus action thing and the ability to give temporary
hit points and sure even custom lineage of course is great it's almost what I took actually not
only could you get a free feat that way which there are a couple of Feats that I really want
here but also the ability to potentially start with an 18 wisdom but if I'm truly trying to
maximize the healing that my character can do over the course of a given day and and I'm trying
to get as many healing resources as I possibly can then yeah I think ASMR is actually the way
to go here not for the celestial Revelation feature that they get which is admittedly super
cool letting you once per day use a bonus action to transform into like a scary ASMR or a radiant
one potentially causing fear or doing damage or even flying but no I'm here for The Healing Hands
feature which tells us that once per day we can touch a creature and heal them for a number of
d4s equal to our proficiency bonus it's not a ton of healing but it's a unique built-in like
racial heal that I'd love to have in my healer kit as it were and we will be getting a way to
potentially make it even better later on stay tuned as for our ability scores I assume we go the
point by Method as always and say let's take a 15 wisdom and then a plus two from our racial there
a 15 Constitution and a plus one there and then a 14 Charisma and probably just a 12 dexterity now
that 12 dexterity is a little troubling we are going to have heavy armor proficiency so you might
be able to just dump dexterity and I think as a Healer we'd almost prefer to go last in initiative
because if we go first well we've got nothing to heal right and we're not planning on controlling
or doing Nova damage or anything with this build not that we couldn't but the problem with heavy
armor of course is that we're not going to have the strength to wear it without suffering a
10ft move speed penalty usually if I'm not a melee damage dealer I don't worry too much about
move speed but plenty of our healing abilities and spells are going to require touch so it's not an
easy decision we also aren't going to need that 14 Charisma until very late game so if I were playing
this character until only like 13 14 or less I'd probably get that dexterity to 14 here instead of
Charisma to benefit my medium armor a little more and then for and then forget about heavy armor
at least until like you got some mithil plate or something but I'm going to take a 14 Charisma and
thus I think I'd rather miss out out on a little bit of AC than have to deal with a 20ft move speed
on this character you decide for yourself for our equipment I'm going to say let's go the gold bu
method and pick up some scal mail and a shield and that's really all we need other than you know if
you want to get an Explorer pack and a holy symbol right I don't think I'd plan on using weapons
with this build just cantrips if we need to do some damage clerics then get their subass right
at level one their Divine domain and we are going to go with of course life that Supreme healing
subass for cleric get out of here Twilight cleric no I'm not going to hold your beer you're not a
Healer you're just an overpowered temporary hit point wind bag anyways yes as a life cleric we get
heavy armor proficiency like I said and I think I would pass on heavy armor here unless I could get
some Mythril or much later when I get another way to deliver uh touch spells from a distance but
the main reason that we wanted uh life cleric of course is because of the disciple of Life
feature which tells us that whenever we use a spell of first level or higher to heal a creature
they regain additional hit points equal to 2 plus the Spell's level the wording of this feature here
is important it doesn't specify a single Target meaning that if the spell can potentially heal
multiple targets then every Target would receive the bonus healing two plus the Spells level might
not seem like a lot but if healing word at this level would typically heal five and a half hit
points on average this would add three to that which is more than a 50% increase not bad and it
has a bit of scaling to go along with it as well so yeah not bad at all speaking of the Spells we
should grab here at cleric 1 life clerics get many of the best healing and support spells for free at
this level that means bless one of the best Buffs in game and cure wounds and while cure wounds sort
of loses out in the popularity contest between themselves and their younger sister healing word
which benefits from being able to be cast as a bonus action and from range the fact that it heals
for 1d8 plus spellcasting modifier rather than healing words D4 means that it will be our most
efficient single Target heal at least for quite some time and with the scaling that it receives of
a d8 per spell level as opposed to the D4 and some ways that we potentially could buff it not just
with Disciple of life it actually will be a pretty decent heal spell for us besides before too long
we're actually going to have a dedicated thing to be using our bonus action for anyways one note at
the time of this recording the play test material for the new players handbook out later this year
has cure wounds doing 2 d8 plus spellcasting modifier and scaling by 2 d8 per spell level
that you upcast it that makes it kind of a decent amount more than the 2D 4 of healing word right
and again they potentially will be a way for us to improve it even further making it that much better
so if you happen to be watching this post the new players handbook release and those proposed spell
changes have stuck congratulations this build is even better now at level two all clerics get
channel Divinity which they can use once per short rest to do one of three things turn Undead which
lets you spend an action to essentially force all Undead within 30 ft of you to make a wisdom saving
throw or spend the next minute just running away from you a harness divine power which lets us
recover spent spell slots equal to half of our proficiency bonus rounded up though at the moment
we can only do that once per day and then unique to life clerics we get preserve life which tells
us that with an action we can restore a number of hit points equal to five times our cleric level
to creatures within 30 ft of us that seems like a lot but it's not like an AOE heal or anything
we get 10 hit points of healing and can just divide those 10 as we see fit amongst our allies
right the worst part about this though is that the healing can't restore a creature to more than half
of its hit points so it's really only something to use when our Ally is getting low or has maybe
gone down I'm not quite sure why they put that restriction on it to be honest it's kind of like
they're actively encouraging us to just wait until our Ally drops first still if you've got multiple
allies down or low it's going to be an especially nice way to bring them back or to keep them from
going down probably the only like multi-target heal available for any character at just level
two I think no throwing a potion of healing on the ground next to two allies does not work in this
game nice try bg3 fans take a drink at level three we get second level cleric spells life clerics get
great ones for free again spiritual weapon is kind of the cleric's go-to bonus action spell right
letting you summon an ephemeral weapon that can move 20 ft and attack all with your bonus action
and best of all it lasts for a minute but doesn't require concentration it uses your spell modifier
both to hit into to damage doing a d8 of damage as well and that increases by another d8 for every
two levels that you upcast it so not again until at Fourth LEL spell slot it's a good spell I'm not
going to assume that we're using it because I'm going to try calculating how much healing we could
do if we just blew all of our resources on healing right I'm not saying that you should do that if
I were playing this build in game I'd probably be busting out spiritual weapon once in a while
and think you probably should as well anyways we also get lesser restoration for free here if we
need to cure the blind deaf paralyzed or poisoned condition no good healer should ever leave home
without it I think beyond that though be sure to grab Aid it heals and increases Max hit points
of three party members by five plus five more for every level that you upcast it and that kind of
scaling is just really really nice and it's also super annoying that it only works on three people
come on Wizards why you making me play favorites among my party members oh and it doesn't require
concentration but lasts a frustrating 8 hours so make sure you keep your Sund dials or hourglasses
handy can you guys tell that I'm getting spoiled by balers Gate 3 I feel a lot more nitpicky than
I used to about stuff like this anyways the other spells to consider here are I think maybe Prayer
of Healing it's our first multi-target heal spell available it's not great but it's 2date plus
wisdom to everyone in our party potentially though with a 10-minute casting time it's really
only usable outside of combat right good to have if multiple people are super low and you either
don't have time for a short rest or you're all out of hit dice but then yeah I love warding
Bond it's not a heal spell but it's a fantastic protection spell basically letting you increase
an allies Armor class and saving throws by one and then like having you split the damage with
them anytime they take damage right not fantastic for our own survivability but can do wonderful
things for a squishy or of targeted Ally and I mean we're actually going to have a fantastic way
to heal back any of that damage that we're taking before too much longer so I think on this build
especially it's a really good spell to be packing no concentration either but yeah only lasts
an hour Grumble I just wrote grumble in the script what what what happened at level four we
get our first ability score increase or feat and I want to go with this might surprise some of
you I'm guessing maybe not the Healer feet yeah it's really good if you want to heal even if you
already have heal spells in fact it's potentially better if you have heal spells as we'll see in
a second anyways the feat has a couple of nice features first of all it says that when we use a
Healer kit to stabilize a dying creature something that anyone in the game can do by the way I
think we forget this sometimes I know I do a Healer kit lets you forgo the medicine check
that you usually have to make to stabilize a dying creature again something anyone can do
and instead with this kit just automatically stabilizes them right anyways with this feet when
we do that we also restore one hit point to them which is pretty great since usually if someone
gets stabilized they stay at zero hit points for a while this lets us get them back into the
fight if we're out of spell slot lots and channel Divinity and racial healing uses right best of all
though once per Ally per short rest we can use an action to restore 1d6 plus 4 plus their character
level with a Healer kit that's really nice and it makes sense that they would limit it to once per
character per short rest I think cuz otherwise might be overpowered at this level with a second
level spell slot cure wounds is going to heal 2 d8 plus three for us or 12 hit points on average
with a Healer kit we could heal 1d6 Plus 8 or 11.5 on average basically the same now granted since
we're a life cleric cure wounds heals for even more than that but instead of spending a precious
spell slot we could simply spend a use of a Healer kit which only costs five gold and have 10 charges
each not bad at all and it could potentially be even better because at level five things start to
get really good for us not because of the destroy Undead feature that clerics get here letting us
just outright explode any Undead of CR 1/2 or lower who fail their save against our turn Undead
but because of third level spells so life clerics get revivify for free which is great in case a
party member actually dies though it's hard to imagine with this character in your party but it
could happen the other spell we get for free here is one of my favorites for healers Beacon of Hope
it requires an action and our concentration and lasts for a minute but thereafter any creature
of our choice within 30 ft of us has advantage on wisdom saving throws and death saving throws
nice and then also regains the maximum number of hit points possible from any healing that's right
any healing not just spells so if we've got this active and we cast cure wounds at I mean let's say
the third level now it would heal for not 3d8 but just 24 plus our wisdom modifier plus two plus
three thanks to disciple of life for just a flat 32 hit points that's like the majority of most of
our party members hit points at this level right but if we didn't want to spend a spell slot we
could just use our healer kit for 15 flat healing at least once per character per short rest not too
shabby and even our ASMR heal right would be 12 flat healing right now it's pretty good that said
since we are a life cleric I think or a Vitality is probably our go-to spell here for concentration
I love this spell usually I love it more for outof combat healing than in combat healing but if we're
wanting to be the best healer ever trying to keep our allies hail and whole even during combat this
spell is fantastic especially for us we cast it as an action it requires our concentration but
thereafter for 1 minute it lets us heal anyone within 30 ft of us for 2 D6 hit points as a bonus
action now you don't add your wisdom modifier or anything to that healing unfortunately but as a
life cleric we should be able to add our disciple of Life bonus to almost double the healing amount
from this spell since disciple of Life tells us that we get to add the extra healing whenever
we use a spell of first first level or higher to heal not as some of the other features say one
of which we'll talk about in a minute when we cast a spell to heal and that's important when we
use our bonus action to heal via Aura of Vitality we're clearly using the spell and so the healing
we give with aura of life should add our disciple of Life bonus every single time that is really
fantastic especially since it would always leave our action available to use a Healer kit or cast
another spell if need be or our ASMR racial heal or our Channel Divinity heal and yeah as I've
talked about before it's also a great outof combat spell to use too since we could just spend
1 minute healing well what would be 120 total hit points on average divided up amongst whoever
we wanted to in our group no one is going to need to spend hit dice if we're around and have
a minute to spare and a third level spell slot to burn anyways anyways there are other great
spells to consider here as well no question I'm going to say no to mass healing word I think it's
not horrendous to have for most healers just to have in case multiple party members are down and
you want to bring them all up at once but as a life cleric we've got our preserve Life channel
Divinity so I'm going to say skip Mass healing word but motivational speech can be a fairly
efficient and fun spell to give your entire party temporary hit points before a battle and
I mean one of the cleric's best spells in game Spirit Guardians is just right there right if
you want to do some nice consistent damage to multiple enemies every round just by getting close
to them this along with spiritual weapon or kind of cleric Staples to help them do some decent
damage while still trying to play support right feel free to take and use Spirit Guardians if you
think you're good on the healing front at level six as a life cleric we get the really fantastic
blessed healer feature which tells us that when we cast a spell of first level or higher to heal
someone other than ourselves we also regain hit points equal to two plus the Spell's level and yes
that's different than use right meaning we'd only get that healing right when we cast the spell yeah
but again as I've kind of said this feature makes me feel like we should just be using warding Bond
like all the time now put it on the character who is most likely to be taking a lot of damage let
them get hit slightly less often as a result and make their saves slightly more often but then
even though you take damage when they do you also recover health when you heal them and anyone
else for that matter you're just a Wellspring of Health and Wellness right now also at this level
clerics now get to use Channel Divinity twice per short rest and that felt pretty important for me
to get to this point since I mean preserve life would let us heal for 30 total hit points when
we used it now and doubling that amount if and when we needed to per short rest right feels
awesome okay so typically at level six I do a damage report right and yeah it's a little wonky
when we're talking just healers a healing report so let's just pretend that over the course
of an adventuring day you have three combat encounters with two short rests I know that's
not how it is at every table nor every single day but I think it's probably about what most of
us experience most of the time I know that's not what they recommend in the DMG so yeah results
May Vary anyways with three third level spell slots that would give us a use of R of Vitality
for each encounter at this level plus two uses of Channel Divinity though admittedly they can only
restore party members to up to half of their hit points I guess I'm just going to assume that
people are getting really low fairly regularly these are some tough fights and then we've
got a use of a Healer kit per party member for each encounter let's assume there's four party
members including you in addition you'd have three second level spell slots and four first level
spell slots to use throughout the day for let's assume cure wounds as it would be our otherwise
most efficient single Target heal we've got our ASMR racial heal once per day and then let's also
pretend that every time you heal a party member with a spell you actually need the healing that
you automatically receive yourself from blessed healer because everyone's just getting totally
thrashed I guess if we totaled all of that up for each of the three encounters we'd have 10
rounds of healing from Aura of Vitality for 120 total healing on average four uses of our healer
kit that would do 4 D6 plus 40 total and our two channel Divinity uses that would heal for a flat
60 and that's like per short rest right even if you're having more than three combat encounters
per day I think it's pretty safe to assume we're getting a couple short rests especially if we're
having a lot more than three combat encounters a day so yeah we're getting that healing as long
as we're getting a couple short rests in a day assuming we just blew every remaining spell slot
on cure wounds it would be 90 points of healing there on average and 3 D4 of healing from our
asmr's Healing Hands and finally the self healing that we would receive from all of those spell
slots would be another 39 assuming we actually needed the hit points add it all up and we would
get 8 139 total hit points of healing over the course of the adventuring day it would be less
than that if we had fewer short rests but more if we had more right and yeah sometimes we'd
have to stretch that number over more combat encounters but that is a ton of healing that's
probably what like four times your party's total hit point pool at this point in the game there's
almost no way that you would need to actually do all of that healing of course so yeah feel free
to bust out your spiritual weapon and maybe even your spirit Guardians because your allies are
going to be just fine with you tagging along but at level seven with I think our most important
cleric features under our belt I want to do a little multiclassing to stretch that healing even
a smidge further the natural place to go of course is Druid so at Druid 1 we would get druidic first
up which lets you like leave messages in the wild uh with twigs and leaves and things that other
people can interpret if they speak druidic and then we get Druid spells and I'd probably grab
shalele here which would let us make attacks using our staff uh with wisdom right instead of
our strength modifier it might be nice if we have a really great magical staff I guess especially
though of course our cantrips have scaled by now so might do just as much or maybe even more
damage with the cantrips depending on your weapon and then there's absorb elements to help
you resist Elemental damage with your reaction if need be entangle is a decent potential control
spell or fairy fire if we want to give our allies advantage on attacks but of course if you're
going to use your concentration for something other than a heal spell it should probably be
Spirit guardians or maybe bless right really the only must have spell here I think is goodberry
it's just perfect with life cleric because while it normally only heals one hit point per goodberry
that it creates still efficient by itself as you'd get 10 of them right as a life cleric we should
get the disciple of Life benefit for every one of those berries meaning that they would each heal
for four or 40 hit points total for a single first level spell granted it takes an action to eat one
so it's not particularly great in combat but out of combat this is like just as efficient as Aura
of Vitality if you take into account the spell slot needed right that said I can see some DMS
not allowing you to just inest 10 good berries in a minute since supposedly they give enough
sustenance for an entire day maybe unless you're a hobbit M limbus bread we've had one yes what
about second breakfast it doesn't say you can't do this in the rules but I double check with your DM
just to be sure at level eight we would be a druid 2 and all Druids get two uses of wild shape here
per short rest letting us transform into a beast of one quar challenge rating or lower but I'm
not going to go into details about it otherwise because we are going to be using our wild shape
uh for other things one option is to use it for wild companion which basically lets us cast the
find familiar spell and even though it only lasts for an hour for us unfortunately I can definitely
see us making use of this sometimes because not only can the familiar take the help action to
give advantage to an attacking Ally and Scout for us Etc but it can also deliver a spell that we
cast that has a range of touch it requires their reaction but this might really help us solve
the whole you only have 20 ft of move speed if you wear heavy armor thing that we've had to be
putting up with all of this time if we've been wearing heavy armor right of course now that we
have Druid levels you might not be able to wear metal armor anyways at your table I'm not going
to get into that whole argument here no thank you I cannot wait for the new players handbook to
come out later this year so that whole won't wear metal thing uh can just go away in before the
old Druid L guards take umbrage and then yes we get our Druid subclass our Druid Circle here and
in case you hadn't predicted it I want to go with stars Druid I actually do think there are like two
other decent options to consider here if you want to emphasize healing Shephard Druid can get that
unicorn totem down and the dreams Druid has both the coolest subclass name of all Druids I think
but also gets some extra non-spell healing that they can do but both of those are much better
with lots of Druid levels and we're just going to take a dip here so anyways yes Stars Druid
and as a Stars Druid we get a couple of really great features star map which basically lets
us know the guidance C trip which we already knew I'd hope uh and The Guiding bolt spell which
we may or may not have but then we can cast that guiding bolt a few times per day without spending
a spell slot for it sadly only at the first level but still not a bad use of our action if we need
some damage and there's no healing that needs to be done the real reason that we're here of course
is for the starry form feature which tells us that we can spend a use of our wild shape and a bonus
action to transform into one of three luminescent constellation like forms the Archer is usually
my favorite to play with as it lets us make a bonus action ranged attack the dragon form gives
us bonuses to our wisdom and intelligence checks as well as our concentration checks but chalice
is the one that we are here for because it tells us that when we cast a spell using a spell slot
to heal we or another creature that we can see within 30 ft regain additional hit points equal
to a d8 plus our wisdom modifier ooh that comes at Druid 2 so I was wrong when I said earlier
that the life cleric Channel Divinity is the only multi-target heal available right because this
can heal multiple targets potentially now this only works right when you cast the spell so it's
not like you get that bonus with every application of Aura of Vitality or goodberry or anything but
it's still a solid boost to our heal spells no question if only it worked on our healing kits too
oh well it would benefit from Beacon of Hope if you decided to use that instead of AA of Vitality
but I think I still prefer ARA Vitality at least as a life cleric but with that chalice form under
our belt I think we go back to cleric at level 9 you could make the argument that Druids have a
better spell list than clerics I might make that AR argument myself but if we're prioritizing our
healing capabilities above all I think cleric is the way to go both because of the Boost we get to
our Channel Divinity from our cleric levels right but also because we're pretty close to some really
important support and heal spells so I think I want to prioritize getting to those as quickly as
I can at this point this means that yeah we'd be a cleric 7 here we'd get fourth level spells and
life clerics get guardian of faith for free which is kind of an okay offensive defensive spell
that summons a large spectral Guardian to hit stuff that gets close to it situationally useful
anyways but then death Ward which is fantastic it lasts 8 hours doesn't require concentration
and lets the person that you cast it on go to one hit point instead of zero the next time they
would have gone to Zero cast it on yourself jump off a cliff and live to tell the tale unless you
bounce upon landing and rise in that bounce for 10 ft or higher and then you'd fall again and take
damage and die anyways DMS you should do this just one time to mess with your players if they get
all cocky and put death Ward on themselves and jump off a cliff make him bounce 10 ft and then
you can take it back and say just kidding you'd get tons of laughs anyways yeah death Ward great
spell to hopefully help your allies hang on for just long enough so that you can heal them back up
right other than that though I mean divination can bring some nice utility freedom of movement is
good to have when you really need it banishment is fantastic single Target control especially if
you're enemies from another plane of existence but yeah I'm just going to say pyf here pick your
favorites so for our level 9 healing report the big bumps to our healing sense last check have
come from that chalice form bonus as well as just gaining more levels and thus more and better spell
slots right really important on this character to like stick in our multiclassing with full casters
at least until later maybe so that those spell slots can continue to scale right our proficiency
bonus increasing is helpful for us anyways if you add it all together including self-healing and
channel Divinity and healer kits and three uses of ARA of Vitality we end up with 1,151 total
potential healing at this level and that's so Overkill right maybe this build is designed for
those hardcore tables who actually have like six to eight encounters per long rest even then I
think we're going to be golden at level 10 we would be a cleric 8 and that means we get another
ability score increase or feat and I think we have got to take my favorite support feat of all time
Chef it bumps our wisdom so that we're finally at an 18 which is especially important now that our
wisdom modifier benefits both the healing spell itself usually and our chalice form right but
yeah Chef is great it lets you make some delicious food during a short rest so that your friends
can all regain extra hit points again hard to imagine them needing any but hey just in case and
then of course after a long rest it lets you make treats which last 8 hours can be eaten as a bonus
action and gives temporary hit points equal to our proficiency bonus it's nothing huge but sure I
mean make him some treats have them eat them right away and now we go into the fight just a little
bit more buffed and a little bit less in need of healing as the fight goes on right we also at
cleric 8 get blessed strikes here which basically tells us that we can add a d8 of radiant damage
to either our weapon attacks or our cantrips we're not building for damage here but I'm sure you'll
have plenty of times when no one really needs any healing so sure let fly with a toll the dead or
a chalet lead staff attack and just do a little extra now finally destroy Undead at this level
starts working on Undead of challenge rating one or lower at level 11 we would be a cleric 9
and that means we get fifth level cleric spells and this is fantastic because it means as a life
cleric we get Mass cure wounds and raised Dead for free raised dead just lets you resurrect someone
even after they've been gone for 10 days meaning if you miss the one minute window that revivify
allows for uh hope is not lost Mass cure wounds is better than Mass healing word in that it does d8s
instead of d4s but it's still probably something that I wouldn't really use if I had Channel
Divinity available maybe if I were using Beacon of Hope for my concentration instead it gets
kind of like you know what 3d8 per Ally is now 24 damage per Ally plus the other bonuses we're
adding that's pretty good greater restoration however feels kind of like a must-have spell for
me for any serious healer as it can remove Charmed petrified curses restrictions to Ability score
or hit point maximums exhaustion and even like unique to campaign things that will often say this
bad guy does X debuff to a creature and the only way to remove it is with greater restoration Etc
right it's just a really good spell to have on you at level 12 we would be a cleric 10 and that means
we get divine intervention and I kind of love and hate this ability it essentially gives you about
a 10% chance to get your deity to intervene on your behalf in a way that the DM decides it can be
really awesome and it rarely works and if it does you can't even try to use it again for 7 days
and if it doesn't you still have to wait until tomorrow to try again some of you have shared some
really fantastic divine intervention stories in the comments if you have one but haven't shared
it yet please do so I love reading them at level 13 we would be a cleric 11 and this is kind of
a place that I really wanted to get to because it means six level spells and sixth level cleric
spells are super amazing of course there's Heroes Feast such a great buff especially when you know
that a big fight is coming right giving everyone a maximum hit point bump of 2 d10 making them immune
to poison and frightened and lets them make wisdom saving throws with Advantage it all lasts for
24 hours for sure use it but if we're talking straight healing it's hard to get better than the
heel spell at least until ninth level spells I guess heel just straight up heels 70 hit points
and while that might actually be fewer total hit points of healing compared to Aura of Vitality for
us as a life cleric anyways it's all done with a single action and sometimes you just need a big
instantaneous heal right you can't wait several rounds for 2d6 plus bonuses it also ends blindness
deafness and diseases feels like a spell that this character should absolutely be packing if they
had to choose just a single six level spell for me yeah I think I take heal maybe even over Heroes
feast and yeah of course like all spells it's way better for us since it adds eight for Life cleric
and d8 +4 now from Stars Druid so it's an 86 Point heal over here and it scales by 10 more for every
level that you upcast it also don't forget destroy Undead now works on Undead of challenge rating
two or lower all right for our level 13 healing report then since last check we've added treats
a better wisdom modifier more and better spell spell slots more and better spells best among them
heal all told spending all of our resources here we would be able to heal for a slightly insane
1,478 hit points assuming all of the assumptions that I've already made thus far and yeah I should
mention if you're having more combat encounters than three per day no worries use those fourth and
fifth level spell slots for Aura of Vitality over cure wounds no question right in fact it would
heal for just a little bit more if you upcast it right one more per spell level thanks to our
disciple of Life at level 14 we would be a cleric 12 meaning we get another ability score increase
or feet so that we can finally cap that wisdom modifier at 20 to make all of our healing and I
suppose even damage and control and other clery things that much better at level 15 we would be
a cleric 13 and that means seventh level spells and just pick your favorites here you want some
pretty decent multi-target damage fir Storm's good uh check out triamp Monk's recent video on it
here conjure Celestial could be fun regenerate is probably the best heal spell here not only healing
some hit points initially but then regenerating one per round on your target for an hour so with
this spell on them when they go down you don't even need to worry about bouncing them back up
they'll do it themselves on their turn right I guess technically this could heal the most hit
points for a seventh level spell slot since it could potentially do 10 hit points a minute for 60
minutes so 600 total hit points but I mean who's going to just be taking at least 10 damage every
round for an hour straight nobody that's who I can only stretch the assumptions so far before
everything starts to break people so yeah I'll just assume that when I crunch the numbers we're
using that seventh level spell slot to upcast heal for 80 hit points plus bonuses right but at level
16 I mean we're not going to get a new spell slot for two more levels and with the Buffs that we
get from our chalice form our life cleric Buffs and disciple of life more spell slots are going
to give us more total healing potential than just about anything else and what is the one class that
could give us more spell slots that are separate and distinct from the spell slots that we already
have that's right warlock you've been holding on to a 14 Charisma for 15 levels just so that you
could take a lame warlock dip right at the end that's right I'm not sorry eighth level cleric
spells are lame and bonus points if we can get even more healing options from that warlock in
addition to more spell slots right so yeah I'm going to be a warlock one here and that means
I get my otherworldly Patron my subass so that I can be a Celestial warlock which would give me
the healing light feature it gives us a number of d6s equal to 1 plus our warlock level per day to
spend on healing it's not a crazy amount but if you just need like a little baby heel there you
go we get warlock spells here and I mean sure you know take armor of agius if you want but pick
your favorite otherwise the important thing here is that our warlock spell slots are new different
spell slots that reset by the way on a short rest one for now but two Next Level so yeah at level
17 we'd be a warlock 2 we now get two first level spell slots resetting on a short rest and with
all the Buffs that we get to our healing spells even a first level spell slot is not bad again
especially if you're getting lots of them now because they come back to us on a short rest right
we also get eldrich invocations as warlock 2 and that means we can get eldrich mind which gives us
advantage on our concentration checks and here's a dirty little secret about this build that I have
been hoping you wouldn't notice our concentration check is not awesome you totally should have taken
resilient Constitution a long time ago or started at level one as probably a Divine Soul sorcerer
right I were playing this character in game I think I might have done that or heck even maybe
consider starting as a warlock so that we can at least have advantage on those concentration checks
throughout our character's career right regardless we're here now make a different decision if you
need to but yeah as for the other invocation that we get at this level um just PF take something
fun and so for our final healing report since last check we have capped our wisdom picked up
a seventh level spell slot and even two shiny brand new little first level spell slots that
reset on a short rest along with some happy little d6s for some bonus healing keeping with the
same assumption as before blowing all resources on healing now over the course of a day assuming
two short rests we would be looking at 1,860 hit points of healing that's a lot so okay let's
break it all down here in some final thoughts I mean nearly 2,000 hit points of damage healed over
an adventuring day that feels to me like Overkill but I mean maybe probably even based on the way I
think most of us play and sure some some of these abilities preserve life in particular which does
account for a decent chunk of the total healing that we're doing might not work when we need it
to right since it only heals up to half health or might not be needed like the self-healing that
we get after cleric 6 or you know more rounds of Aura of Vitality when everyone is already at full
health Etc so sure maybe this is overkill you're probably rarely going to heal 1,900 hit points of
damage over the the course of an adventuring day but maybe not it's going to depend on your table
I mean Isn't it nice to know that for most of us if we want it we likely could build to have more
healing power than we'll probably ever need and you know what I love maybe most about what we
ended up with here it's the sheer variety of options available to us for healing we've got
big massive burst heals and little baby top you off heels we've got racial options spell options
subass options feet options stuff that resets on short rest stuff that resets on a long rest heels
that consistently bring a nice bit of Health over time heels that are a onetime huge influx and we
have multiple options for healing both with our action and our bonus action and in the end all
of that variety would I think really help keep stuff interesting for you as you tried to decide
like which heal to pull out for which character based on their health based on what resources you
still have available how many enemies are still up now sure I could argue that playing a dedicated
healer is l L effective than using those spell slots to control or kill your enemies but who am
I to tell you how to play this game who are you to do so commenter that has just made a comment
talking about how full-time healers are doing it wrong I know those comments are happening that's
the beauty of D and D right there's not really a right way to do it or I suppose if there is the
right way is whatever is fun for you that doesn't diminish the fun of your fellow players why is
it wrong to take three classes racial choices and Feats to maximize your healing potential if
you think that healing your allies is fun obvious answer it's not and I for one am thrilled to know
that if someone out there wanted to go against the grain and spend most of their energy and resources
keeping their allies alive well they probably could do a pretty fantastic job doing so and
honestly I'm not sure I would have believed that to be possible at least not possible outside of
the cheater MC cheater face Twilight cleric until I crunch the numbers on this build but having done
so while I'm not sure that I would necessarily want to play this character in game maybe outside
of a one shot my goodness would I love it if you brought this character to my table so I certainly
hope that you get to try it out at yours sometime soon but that's the build for the week I hope you
guys enjoyed it I had a lot of fun with this one it's definitely different than my norm and that's
always great but I hope you know how much I love you because I do thank you so much for all that
you do for me for this channel I hope you have a fantastic day and a really great week and if you
don't please don't give up I hope that you will be kind and do good and stay safe and that I see
you again really soon but until then take care [Music] bye star in your [Music] multitudes
gu to be counted filling the darkness with order and light you are the Sentinels silent and
sure keeping watch in the night keeping watch in the night and if you fall as Lucifer fell you
fall in flame [Laughter] and so it has been and so it's written on the doorway to Paradise that
those who falter and those who fall must pay the price I mostly wanted to sing that song because
I know D hates lay Miz and he's editing this video and he's a crazy person for feeling that
way crazy person you make fun of me for liking Emo music in high school what's more emo than
lame is it literally means you're miserable you keep your Javier I'm keeping Chris caraba okay
bye um so I just wanted to bug him a little bit but then I realized that that is the perfect
song for this build Stars it's all about like being self-righteous and yeah it's like maybe
I should rename uh the build to the jav it's probably too obscure a reference right all right
I'm always complaining in the outakes about my loud neighbors they're probably like what the
crap is that YouTube Nerd doing in his office I'm trying to make this phone call oh yeah check
out uh owl Bear Ridge this is um this is this is the my favorite of the obvious mimic te's and
I think I just like it so much because it's so like subtle it's almost like if I saw somebody
else wearing this t-shirt I might be like oh bear rich I remember that place wait do I it looks like
a t-shirt like a real place a bed and breakfast um with mountain views fresh eggs and Wild game
yeah totally somewhere there's probably a place somewhere in the Rockies that's called Owl Bear
Ridge I bet you maybe just Bear Ridge or owl Ridge I think we are ready to go okay so um lost
my train of thought Colby solo Oh there's so many jokes I could make that I just can't make I feel
like I got puffy eyes today that's because I'm so tired no more balers Gate 3 Late Nights oh who am
I kidding there's going to be plenty more balers Gate 3 late nights I feel a lot more nitpicky than
I used to about stuff like this oops m say oh dang it that stupid bounce made me lose my mojo made
me lose my groove I'm sorry you've thrown off The Emperor's Groove I feel a lot more nitpicky
about no I can't even do it either feet lets you but yeah I almost said Chef chalice
Chef come on coming down the home stretch coob you can do it come on tongue
maybe doesn't need a drink ah maybe outside of the cheater cheater face
can't say that with a straight face