Monday, January 25, 2016

The Bardic Healer (5e build)

What is a powerful build? how is it defined? For most people it refers to the how much damage you can possibly do every round on your turn. However, this isn't the case for everyone, with the last build 'Nature's Beast' we explored some of the most tenacious options in the game - today we're exploring the best healing options in the game where I argue that Bard is one of the best option for healing.

At first glance through the Player's Handbook you might think that the Life Domain Cleric is hands down the best healing class. This isn't actually always going to be the case, because as a healer your top priority is damage mitigation over direct healing. Think of your hit points are a resource, instead of constantly refilling that resource, its better to prevent any loss from it. Therefore you will want the best and most rapid ways to mitigate damage. The best class for damage mitigation is Bard (Lore College), because of the spells and options for them.

How do you mitigate or prevent damage? Have you ever heard the term "The best defense is a good offense"? This is because one way to mitigate or prevent damage is to use outright offensive tactics to stop incoming damage sooner. Another way is to lower their ability to do damage by making them miss more often, or just generally do less damage. Effectively you heal a character for the amount you prevent - before the damage has even taken place! Direct healing is still needed of course, but should be considered inferior to damage prevention.

In early game, the easiest way to mitigate damage is with the spells Bane or Bless, available to: Bard and Cleric. According to our current argument, Bane will be slightly better of the too since it has the potential to increase damage by lowering the enemies ability to make saves, including vicious mockery. As you progress you gain more options to control the battlefield and fill in any weaknesses.

The core abilities of this build are:
  • Bane and Vicious Mockery - Bane is an important spell that should be used near the beginning of combat. Deal with any creatures that save against it by using Vicious Mockery, giving them disadvantage on attacks.
  • Bardic Inspiration (Cutting words) - Against creatures susceptible to charm effects, this is absolutely critical. Use it to lower their attack, increasing their chance to miss, use it to lower their damage when they roll an AoE effect decreasing the overall damage, significantly. It is an effect that can be used somewhat often, and becomes a much more common ability at Bard level 5, where it recharges as a short rest. Regular Bardic inspiration should be used when facing enemies not susceptible to charm effects or when saving throws against effects are a common threat.
The strategy:
  • Know thy enemies - At the beginning of every encounter, attempt to learn as much as you can about the dangers so you know what to expect and/or how to hinder your opponent, increasing your effectiveness and adjusting your strategy appropriately. Utilize your high skill potential to gather the following information:
    • What type of damage are they likely going to do? AoE elemental damage? Single target physical damage? Is it poisonous?
    • What saves are they likely susceptible to? ie ogres and beasts (lower intelligent creatures) are more susceptible to Bane than creatures like Cambions or Drow, who have a high Charisma bonus.
  • Damage prevention - pay attention on other peoples turns, as well as the enemies. Find out what kind of damage they do and if they fight in a pattern.
  • Savor your spell slots - think hard before spending a spell slot at the beginning of the encounter to cast heal or even Bane. In an endurance game, you don't want to run out of spell slots too early. Sometimes players get 1 shot by an enemy - this is the prime time to use an early heal to get them back into the fight and dealing damage.
  • Supplement direct healing with healing potions - stock up on healing potions when you can, use them as needed.
The weaknesses:
  • Since your substituting your spot in the party for a potential damage dealer you might want to take a few damaging and crowd control options in situations where you might ineffective as a healer. Keep damage dealers at their full damage potential whenever possible.

Being a good healer in D&D is an efficiency game. Whats the best way to balance the odds of winning in the favor of your group? This should be a question you always ask yourself as a healer, and so is normally more of a challenging role. One helpful mindset to keep and to help weigh the importance of stat boosting/debuffing is this:
  1. Increasing/Decreasing an attack roll by 1 increases/decreases the chance for it to hit by 5%. Therefore bane/bless changes the chance to hit by 5-20%
  2. If an ally's AC is 16 and a creature's attack is +5, that creature has a 50% chance to hit, Bane reduces the attacks chance to hit on average by 15% to 35%. Additionally cutting words reduces this chance an additional 5-30% with an average of 20% to 15% a huge decrease in chance to hit.
  3. If that creature hits for 2d6+3 you potentially prevent 11 damage on average

For the Bardic healer, it is important to have your Charisma as high as possible - make it a priority to increase it to 20 as quickly as possible. Next consider keeping Constitution and Dexterity relatively high and Intelligence to increase knowledge rolls.

Powerful additions to this build:
  • Lesser Restoration - This is the quintessential spell in a healer's arsenal. As you level, you will run into more and more creatures and hazards that will bestow conditions to you and your allies. Removing these conditions as quickly as possible will keep everyone in the fight, making it end sooner.
  • One option is to take a level in Fighter or 2 levels in Paladin for the Protection fighting style and the option to carry a shield. This allows you to utilize your reaction to give attackers - only do so if you feel comfortable about getting into close range with enemies.
  • At level 6, 10, 14, and 18 a Bard is given the option to take spells from any class in the game consider the following powerful healing spells not normally available to the Bard - remember to choose damage mitigation spells over others (*-damage mitigation, **-particularly powerful):
    • Level 1 spells
      • Bless** (Take at level 6)
      • Protection from Good/Evil*
      • Sanctuary*
      • Shield of Faith*
    • Level 2 spells
      • Aid*
      • Barkskin*
      • Blindness/Deafness*
      • Prayer of Healing
      • Protection from Poison*
    • Level 3 spells
      • Aura of Vitality
      • Counterspell** (Take at level 6)
      • Dispel Magic*
      • Protection from Energy** (Take at level 10)
      • Remove Curse
      • Revivify
      • Mass Healing Word
    • Level 4 spells
      • Aura of Life** (Take at level 10)
      • Aura of Purity
      • Death Ward**
      • Stoneskin**
    • Level 5 spells
      • Greater Restoration ** (Take at level 14)
    • Level 6 spells
      • Hero's feast
      • Heal
    • Level 7 spells
      • Conjure Celestial* (Take at level 14)
    • Level 8 spells
      • Holy Aura** (Take at level 18)
    • Level 9 spells
      • Mass Heal
What do you think of the build? Coming soon for healer builds is the Nature Domain Cleric, another powerful build for healers.

12 comments:

  1. Hi there, I like the way this build came together. I'm very inexperienced in D&D but playing this character as a support role is much more appealing to me than the typical cleric. Looking at doing 1 Lore Bard/ 1 Life Cleric / 18 Lore Bard with medium armor. What feats would you recommend? If you are trying to keep Bless or an Aura up for most fights, are you pretty much stuck with only using cantrips the rest of the fight?

    I'm unclear as to how concentration limits doesn't severely constrain these options during a fight. Any insights you could share would be great.

    Thanks!

    ReplyDelete
    Replies
    1. Hi Sunshine!

      Sorry about the delay!

      First of all, did you mean 1 Cleric (life)/19 Bard (lore)? if so you should be able to get heavy armor, if you wanted, from the Cleric proficiency bonus at level 1 - unless you prefer medium armor. That's a decent pick since you also get the bonus to healing, when you need it.

      For feats I would recommend Healer and Alert. The reason is taking healer can give you an alternative resource to heal your companions if you think you might need your spells for alternative means or if you've run out of other resources already. It also gives you something to do with your money in between adventuring; since you need to keep a decent supply of healing kits. Alert is very helpful to have as a healer/support because if you get in a situation where the party is jumped and the attackers have the potential to take someone down to 0hp instantly, you want to be the one that is safe from the ambush - since it can be very disastrous for the party if you go down and they have a big disadvantage in the rest of the fight.

      For the most part in combat you are using cantrips, correct. Since you want to be very aware of your resources, like bardic inspirations and spell slots. The tricky part here is using your bardic inspirations at the correct moments and using cantrips in a way that will help leverage the fight in favor for your party. Cantrips may seem very minor, but they can have a big effect. If the area is dark and you have people in your party that need to see, keep the area well lit. If there is many enemies and you think you might be able to funnel them somehow by using a minor illusion (making some obstacle like a rock or something), try it out. If the party is fighting a big hitter, use vicious mockery to make it a lot less likely to hit an ally.

      Concentration, which is associated with a spell still allows you to do other things - except you can't concentrate on a new spell, unless you stop concentration on the previous spell. So this does put limits on stacking buffs and debuffs, but you would still be able to use things like bardic inspiration/cutting words while concentrating.

      Delete
  2. I am unclear how you are getting all of these cleric spells onto the bard. I know that we can pull some, but I dont see these on the bard spell list.

    ReplyDelete
    Replies
    1. Hi Kevin,

      Sorry about being unclear about the spell list above. Bards are able to take additional 'spells known' at certain levels with the 'Magical Secrets' ability (page 54-55 Players Handbook; 6, 10, 14, and 18th levels if you're in the college of lore). These additional spells known are able to be taken from any class - including cleric.

      The spell list above represents the spells that would compliment this build, as a healer build. Since this list is supposed to be a list of good options for Magical Secrets, none of the spells above should be on the bard spell list. They are merely suggestions for additional support spells, if needed.

      I hope this clarifies the list for you, let me know if you have any other questions.

      Delete
  3. I second the Healers feat. My party has 6 characters including me. If we average 3 short rests per long, that ends up being 18 level 1 cure wounds (spread around admittedly, but still, 18 saved spell slots). Healer kits being 5gp each, the cost is negligible.

    Beacon of Hope might be a good 3rd level spell to add to your list. Within 30ft your allies get maximum from any healing done. Drop a 3rd or 4th level cure wounds for max? I like it.

    ReplyDelete
  4. Maybe it would be an idea to dip Warlock for a good ranged cantrip attack option? It's only two levels, with a Polearm Sentinel and/or Booming Blade in the party it offers some nice control and damage. They use the same casting stat so it's not MAD either.

    ReplyDelete
    Replies
    1. A one level dip into Draconic Sorcerer will give you 4 cantrips with good offensive options for ranged and melee, access to 2 first levels spells including shield, and 13+dex unarmored AC. It's a much more economical dip.

      Delete
  5. The best 5e healer is Druid with 1 level of Cleric of the Life Domain. This makes each of your good berries heal 4 and healing spirit becomes even more powerful. Especially since it heals at the start of the character in the same square as its turn.

    ReplyDelete
  6. Hi, I'm about to build a Satyr/Bard/healer and a lot of this info is really helpful. I'd just like a little advice on which rout I should go, highland/woodland? Etc.

    Thanks

    ReplyDelete
  7. I may be behind the boat, but are these the spells you choose each level?

    ReplyDelete
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