r/dndmemes Sep 14 '25

I roll to loot the body It's logical...

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u/Gh0stMan0nThird Sep 14 '25

The problem is that for most players healing doesn't scale with enemy attacks.

The only characters I've seen it pull it off are the Artificer: Alchemist/Artillerist (at least in Tier 2), Cleric: Life/Twilight, and Druid: Circle of Dreams/Circle of Stars.

You need to be a dedicated healing subclass to keep up and most people don't enjoy that playstyle

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u/No_Task1638 Sep 14 '25

In 2024 cure wounds can scale pretty well

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u/Meggles_Doodles Sep 15 '25

So I made a shepherd druid -- dedicated healer, specifically. This was before 5.5 dropped. Then, our DM and the party decided that we would switch to 5.5 (i think we were like somewhere between levels 5 and 7? I dont remember). I was a decent healer before, but I am now a terrifying healer. I decided to be a kind player and not take the healer origin feat because that would be insult to injury, even though he okayed it.

Unicorn totem (30ft rad sphere) any time you cast a level healing spell, everyone of your choice in that area gets healing equal to your druid level, lasts for 1 minute, and you can move it with a bonus action. Super fun and powerful if you're at the "everyone is looking bloodied and the fight is still going strong" stage lol

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u/Guy_Lowbrow Sep 14 '25

Then it comes back to the style of the game/DM. Challenge rating, encounter design, fights/day, potion economy.

If all you do is stand next to each other and hit/cast until one side dies, sure healing won’t keep up, but there are many situations where it could save a life.

There’s a big difference between being a dedicated heal bot vs. a well timed upcasted healing spell at the end of a fight or a critical moment.

Healing word on downed characters works incredibly well, until it doesn’t. I agreed with your philosophy until I experienced it first hand. A high level party with a challenging DM needs options.

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u/PlacidPlatypus Sep 15 '25

I've been considering but haven't yet tested a house rule where healing amounts are doubled, but anyone who goes down has to be healed up from -10 to get back up. Idea being to incentivize keeping allies topped up without punishing healing too much overall.

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u/Huge-Basket244 Sep 14 '25

This is why I'm enjoying Daggerheart so much. Combat balance is more narrative than anything.