I have a 9th level bard. Hypothetically, if when I reached 10th level I took a level in cleric and chose the life domain, so I would be bard 9/cleric 1.
The multi-classing rules state "When you gain a new level in a class, you get its features for that level" and then lists a bunch of exceptions, none of which apply to this situation.
In the cleric class, at level 1 you take a domain. The life domain has an ability called disciple of life which reads
Also starting at first level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level."
Note that it says healing spells, not specifically cleric ones.
It would seem the RAW here is that this would apply to my bard spells as well. So my mass cure wounds (which is 5th level and I would not be able to know as a cleric spell but which I do know as a bard spell), would heal everything an additional 7 points.
Is this how multiclassing works? It seems like my best multi-class option if it does (although I’d probably wait until 11th level since level 10 bards get awesome stuff). Am I missing something?
I would like to play a druid (preferably circle of dreams).
If possible, a wood-elf would be useful, but any race that can be tall (6ft+) is acceptable.
I would be starting level two, and probably heading until level 5 or so.
Multiclass is allowed, but not prefered.
I would like to focus on healing and debuffs, and my DM will allow a small editing of spell lists, as long as it is relatively balanced.
The party are all level two, and have a divination wizard, a assassin rogue, and a fighter, who’s archetype isn’t yet confirmed but probably will be champion.
All sourcebook and UA allowed.
Point buy/standard array scores.
(Thanks in advance, and please edit if you think it needs reformatting)
There is an optional rule in the DMG (p. 266-267) for Healing Surges:
As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.
Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).
The rules for a Short Rest (PHB p. 186) state:
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.
This leads me to two questions about how these things interact:
1) If a character has spent Hit Dice on a Healing Surge, can he or she still spend additional Hit Dice at the end of a Short Rest? (I think yes.)
2) What is the order of things happening “at the end of a short rest” — does the character regain level/4 HD first, and then might re-expend those immediately, or does he expend as many as he or she wants and has left first, and then regains level/4?
Unseen servant reads:
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
Assume I used my bonus action to command it to give the healing potion in my pocket to another character, and that it is within reach when I do. It would take a player one turn to complete the task. A free item interaction to draw the potion, then movement, followed by an action to safely pass it over. But the unseen servant seems to be solely capable of movement then a single item interaction.
How many turns would it take for it to perform this task? And if two or more are necessary what is the order of operations? Can it move after interacting with an object?
The party in my game consists of two ‘ranged damage dealers’ and two ‘tanky damage dealers’ (resp. revised ranger and warlock + paladin and fighter), but it doesn’t have a healer. I don’t want the paladin and ranger to feel ‘forced’ to pick healing spells, especially since that’s not the type of character they want to play. The party is currently level 6, and until now they weren’t on the brink of dying too often… However, as enemies are getting smarter, the damage dealers in the back will get focused on more frequently, for being the biggest threat. And I notice I’m holding back as DM quite a lot in this regard. I’m also looking for ways that players can recover from big sudden AOE explosions, during battle, which occurs more often at this tier of play.
On YouTube I see some DMs let a party pick a support NPC to tag along. This can offer interesting options for plot development, but this also feels a bit too ‘heal-botty’. So this isn’t a solution that is satisfying for my case because it takes away quite some of the strategic decision making at the table. And we all prefer challenging encounters.
In their loot I’m including more potions than I would have otherwise, as well as Spell Scrolls with healing spells. The reason why the potions are not completely satisfactory to me as a DM, is that:
- I have the hunch that the party suffers from a dependency on Healing Potions in how this effects their ‘action economy’, and
- I’m curious to alternatives for more versatility in combat.
What do the books offer for how player characters can regain Hit Points during battle, without using class features or spells?
Do the books offer other options, without relying on dedicated support characters? I do realise that support goes beyond healing, but options for healing is the focus of this question.
Reading the description of the Heal skill in Pathfinder and comparing its outcomes to other ways of healing, such as wands, channel positive energy etc., I have found that skill useless. The only benefit seems to be a relatively low to non-existent cost per use and unlimited amount of uses per day.
For a party of adventurers, this seems quite useless due to the amount of time spent to achieve certain results — the adventurers don’t have unlimited time. But, being new to the system, I want to hear if there is something beyond my current level of understanding.
Does the Heal skill have any real benefit over magical methods of healing?
This question has attracted many answers based on what is essentially a house rule:
- Wealth by level being severely cut, even compared to the “low fantasy” threshold
- The Heal skill being able to solve more problems than listed in the book
- Access to magic items being drastically cut
Such answers might be OK and might propose interesting house rules, but please, tell that your answer is based on a house rule if it is! Many of those rules turn Pathfinder in an entirely different game with a completely different balance.
The other night one of my players thought it a good idea to throw a potion of healing at the undead skeletal mage. Her idea was that the potion would harm undead. A creative idea and I said go ahead, but I really didn’t know what to do.
Luckily she rolled a one and the potion smashed against the wall behind the skeletal mage. I had the mage take one of his bony fingers, scrape some of the potion off the wall, and apply it to his mouth saying he was healed 1 hp point.
My thoughts were healing potions are not radiant, therefore it would not hurt him. Was I wrong in my jugement?
Being a DM here. Tring to set up a plot which involves an NPC being unconscious after a big fight so that he missed some important event (and only just awoke before PC arrives).
However, it is Pathfinder where magic healing is available. Unconscious due to loss of HP can easily be fixed by CLW from level 1 cleric (as long as he is not killed immediately). Even the unconscious caused by loss of CON can be fixed by Restoration (which does not need a very high-level cleric), not to mention that CON damage only commonly exists when dealing with undead/poison (which is not the case for the fight I planned).
Is there a better reason for this high-rank NPC to stay unconscious or at least disabled for some time if most of the low-level healing spells are available indefinitely? This is mostly a plot device but I just want it to make sense within game mechanics instead of just saying “he is just so unconscious that magic healing is not helping”.
I know that most healing does not work on constructs or undead in DnD 5e. However, for various reasons, I would like to subvert that. I was looking over feats to base such a subversion on and stumbled upon the Elemental Adept. Is the following feat likely to either break the game or be underpowered if I include it?
Prerequisite: the Spellcasting feature and at least one healing spell
Your healing spells work on constructs and undead. In addition, if you roll to see how many hit points you can heal, you may treat any 1 on a die as a 2.
If it’s too weak, I am thinking it’s possible to modify so that it allows Raise Dead and family to resurrect an undead either as itself or as the undead it was. If it’s too strong, I was thinking of taking away the “treat any 1 on a die as a 2”, and possibly forcing you to pick if it works on constructs or on undead.
The Spell Resistance (Ex) ability reads, in part:
The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
My PC fell unconscious in the middle of a fight, when the cleric approached me to use Cure Serious Wounds (Player’s Handbook v.3.5, p. 215) I stated that I had Spell Resistance and I didn’t lower it in order to protect myself while I was on the ground. Our DM ruled that being unconscious implies that my spell resistance isn’t active.
This was certaintly helpful, my PC would be already dead if it wasn’t for that Cure Serious Wounds, but this takes me to the point: was it all legal?
Does an harmless spell has to pass the caster level check in order to affect a creature with Spell Resistance?
Does an unconscious creature has Spell Resistance equal to zero?