Healing Word in a Higher Level Slot — is it still a Bonus Action to cast?

If I prepare healing word in a higher level spell slot, is it still a Bonus Action to cast?

Related context

My DM cites Critical Role as evidence that this is probably not the case because in all the hours he’s watched them play their 5e campaign, they have ruled healing word in higher slots as not a Bonus action.

I’ve not watched Critical Role, so I don’t know if this is even the case in the show.

Can I enchant a necklace with the equivalent of a healing potion? (DnD 5e)

I know nothing of magic items really, especially custom ones, so I’m just going to describe an ideal scenario and I’d love some help in how something like it could be achieved, please! Am looking for some way to enchant a necklace with the ability to give some HP to the wearer. In an ideal world this would be triggered if the wearer hits 0HP, and would be rechargeable in some way. My player is not a spell caster, so I would be looking for a merchant or someone in town who could do this for her, if you have any advice on how much this might cost, up front and for each recharge or something. (For flavour reasons, she already has a specific necklace she’d like to enchant) If anything like this is possible, I’d love some help! Thanks!

Is it a game breaking house rule, if all in combat healing source heals the rollable maximum?

In the next week I will start a new campaign where I will be the DM. The players will be totally new to the DnD World, and because of that, I want to let them to freely choose the class and race which they want to play, but it seems like there will be no healer PC, just damage dealers and some kind of PC which maybe will have some healing.

I want to play with them in a relatively long campaign (I’m planning from level 1 to 20) and because of that, I really want to give them more opportunity to overcome the missing healing power. Will it break anything, if I let the semi-healer PC to heal the maximum roll-able number with any healing skill, which he/she uses in combat? For short rest I wouldn’t allow this house rule, so I really want to know, if it would be too powerful in combat house rule or not, and why?

How can this in-combat healing specialist best spend their remaining levels and feats?

For an upcoming game (starting at ~level 9-10, continuing until level 20 or we get bored/distracted), I’ve been working on a build specialized in in-combat healing, with a secondary focus on buffing allies and disabling enemies. Unlike my usual experience with 3.5 character optimization, I find myself with spare levels and feats after "finishing" the character’s core concept. I’m seeking feedback on how to best spend these character resources to strengthen the character’s performance in its core roles, and perhaps shore up its weaknesses as well.

The Build

Race: Human

Ability Scores (32 point buy):

  • Str: 8
  • Dex: 14
  • Con: 14
  • Int: 14
  • Wis: 14
  • Cha: 15

Build Table:

Level Class Feats Ability Scores Other
1 Cloistered Cleric 11 Imbued Healing, Combat Casting2, Travel Devotion3 Healing Domain, Knowledge Domain
2 Bard 1
3 Bard 2 Dodge
4 Bard 3 Cha 16
5 Bard 4
6 Combat Medic 1 Enlarge Spell
7 Combat Medic 2
8 Combat Medic 3 Mobility4 Cha 17
9 War Weaver 1 Reach Spell5
10 War Weaver 2
11 Sublime Chord 1
12 War Weaver 36 FREE Cha 18
13 War Weaver 4
14 War Weaver 5
15 Combat Medic 4 FREE
16 Combat Medic 5 Cha 19
20 FREE Cha 20

1: of the Sovereign Host

2: Human bonus feat

3: from trading Travel domain

4: Combat Medic bonus feat

5: I haven’t asked the DM yet if retraining will be allowed. If so, this feat will be retrained after level 14, when War Weaver’s Enlarged Tapestry class feature makes it largely redundant.

6: From this point on, all prestige class levels advance Sublime Chord casting.


The build’s core goals are to:

  • Heal the party, using War Weaver to apply Cure X Wounds spells to all party members at once, with additional rider effects from Imbued Healing and Combat Medic, plus spontaneous Heal starting at level 16.
  • Buff the party, using War Weaver’s class features to do so efficiently in terms of actions and spell slots.
  • Perform various other support utility functions, such as removing status effects using Resurgence and wands of Healing Lorecall.
  • Disable enemies using spells that ignore saving throws, like Solid Fog, Fanfare, and Irresistable Dance.

I’m looking to achieve the following with my remaining build resources:

  • Find additional ways to improve the efficacy of my healing spells, or add additional rider effects to them.
  • Find additional ways to support my party that synergize with my existing suite of healing, buffing, and disabling.
  • Find things to do with my spare actions. The build currently has limited uses for swift actions prior to getting Arcane Spellsurge at level 15, and limited uses for standard actions after that (although increasing the action cost of spells via metamagic with Enlarge Spell remains an option). It also lacks things to do with its move actions beyond moving and activating Quiescent Weaving, though this is true of most builds.
  • Shore up weaknesses, such as the build’s low Fortitude save.

Things I’ve considered:

  • Gish stuff (Arcane Strike, Snowflake Wardance, Knowledge Devotion instead of domain, levels in Abjurant Champion): Gives me something to do with standard actions at high levels. My BAB is garbage but I can use a wand of Divine Power. This option is shiny but I suspect not actually good.
  • ToB dip: I can dip 1 level at 17+ and get level 5 maneuvers/stances, while still getting level 9 spells by level 20. White Raven Tactics is really, really good, and fits the character perfectly. On the other hand, losing caster levels, yuck.
  • Inspire Courage investment: Can I make this work? Not very many effective Bard levels for Bardic Music, unfortunately.
  • Fatespinner: Low barrier to entry, 4 levels fits with the build and doesn’t lose caster levels, class features are good for supporting. On the other hand, the build is already badly starved for skill points (can’t even keep Concentration maxed at some levels, though I catch up eventually), and Fatespinner requires even more.

The choices I’ve made in the build table above are also not locked-in; I’m open to suggestions to change the existing portions of the build in pursuit of the goals I’ve described here.


Allowed sources:

  • All official 1st party 3.5 sourcebooks
  • Official 1st party 3.0 sourcebooks, subject to 3.5’s standard rules about not using 3.0 content if a newer 3.5 version is available
  • All official WotC web content

Not allowed:

  • Dragon/Dungeon content (aside from that found in the Dragon Compendium)
  • Pathfinder content
  • Homebrew
  • Epic level content (if we make it to level 20, we will stop there)
  • Extremely setting-specific Forgotten Realms content (but content from Forgotten Realms sources might be allowed if it’s not too heavily based on Faerun fluff)

Not what I’m looking for:

  • "In combat healing is weak, you should play something else": Yes, I know; making the best in combat healing specialist I can even though I know it’s a weak character archetype is the whole point of the build.
  • Extreme metamagic cheese (e.g., Incantatrix levels to offset the cost of Persistent Spell): This is a higher level of optimization than I expect from the rest of the table, and part of why I’m committing to healing and support is to avoid overshadowing other players, who mostly have less system mastery and interest in character optimization than I do.
  • Extreme action economy cheese (e.g., Mark of the Dauntless to ignore the penalty of Celerity): As above.

Is my homebrew feat “Healing Adept” balanced?

I’m playing D&D 5e in a group that has many years of experience with older versions of D&D but is new to 5th and our GM is new to being in charge. He has allowed feats (upon approval) and I wanted to make my healing more effective. If there are any official source feats to improve healing, I couldn’t find them. D&DBeyond has a great many published homebrew feats, but between the GM and myself, we declined the majority of them for being either overpowered, underwhelming, or poorly written/exploitable. However, there were several very good ideas buried in the details, so I tried my hand at writing my own: Healing Adept.

Prerequisite: Ability to cast at least one healing spell, WIS score of 14+

After long practice, you have become especially adept at magical healing.

When you cast a healing spell with variable results, first roll a d10. On a roll of 10, your spell heals for the maximum amount.

You may add your Proficiency Bonus to your Spellcasting Modifier for healing spells you cast.

If an ally within 60 feet of you would fall unconscious due to damage, you may use your reaction to cast Healing Word at 1st level without expending a spell slot. This spell must target that ally. You may do this a number of times equal to your wisdom modifier (Minimum of Once).

You recover all expended charges after a long rest.

After working with other members of the group who have experience with GMing and "Rules-Lawyering", I came up with the above. I tried to be both precise and concise in my wording to avoid any potential abuse. On review, our GM was unsure about one specific aspect:

You may add your Proficiency Bonus to your Spellcasting Modifier for healing spells you cast.

We discussed the PB adding 2-6 points (level-dependent) of flat bonus healing, and he wasn’t sure that the amount is balanced. To Be Clear: He deferred judgement on the feat as a whole, stating "I do not want to allow something then realize it is overpowered and have to take it away."

So on to the question
GMs: What would you add, remove, or adjust before allowing this Feat at your table?

How can you use a healing surge during battle?

In the PHB it says:

Even in a heated battle, you can heal. You can heal yourself by using your second wind (see page 291), an ally can use the Heal skill (see page 185) on you, and an ally can use a healing power on you.

But I want to know if there is a way to just use a healing surge as a standard action.(by the book)
Can you just use a healing surge without it being triggered by any of the above stated actions?

Thanks in advance!

Healing an unconscious player and the hitpoints they regain

I was told by a previous DM that if you heal a player who is unconscious and rolling for death saves each turn, that regardless off how much hit points the heal would heal them for, they are only brought back up to 1 hp (unless they’ve been stabilized by, say, spare the dying). Is this true or not and is anyone able to give a source for it?

Can Flurry of healing and harm be focused on one target?

With the release of Tasha’s Cauldron of Everything, the Way of Mercy Monk has been slightly reworked. Now I have a question about the new 11-th level ability, Flurry of Healing and Harm.

Flurry of Healing and Harm
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.

So my question is can the healing portion of this ability be used on only 1 target. It doesn’t say anywhere in the subclass, that the target can only get healed once a turn (IDK for sure tho), it only says that for the harming side. So can an 11-th level Monk of Mercy target 1 creature with flurry of healing and heal them four times a turn?

Healing options for non magic users

Three members of our party want to leave but one of them is a cleric who is our healer. Since we are levelling up to level 4 we could take on feats and there is the feat of Healer or of Magic Initiate, the latter allowing us to learn a first level healing spell.

What would be the best option or are there any other options to replace our healer?