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EdenIndustries
2019-02-26, 12:26 PM
Hey everyone, I've been theorycrafting a team built around the idea of providing bonus action healing to one another. As we know, using an action to heal in combat is not usually such a great idea. But this is what makes Healing Word such a great spell - a bonus action to heal lets you still use your action. Although Healing Word has the drawback that if you cast it as a bonus action, you can't cast another spell as your action. So I'm wondering if we can optimize a team that leverages bonus action heals with spells being a last resort. The goal is to basically bring downed PC's up from dying to at least 1 HP as easily as possible. That way we can continually fight to death's door and keep being brought back up to fight some more. Which just seems like a fun idea to optimize.

So the plan is to optimize, in this order:

Bonus action healing that isn't spells
Bonus action healing that is a spell but at least gives us something a bit special
Other forms of healing and protection
General combat effectiveness



Here's what I've got so far:

Celestial Warlock X
-The Healing Light abilty gives us 1+Warlock level d6's to use for bonus action healing. And since it's not a spell, we can still cast a spell as our normal action.

Dreams Druid X
-The Balm of the Summer Court ability gives us a number of d6's equal to our Druid level for bonus action healing. And again, since it's not a spell we can still do all our great Druid spellcasting for our action.
-We can also cast Goodberry and maybe have any familiars hanging around deliver them to downed PCs? I couldn't find a rule about if that was possible or not

Thief Rogue 3
-Fast Hands allows us to use a Healer's Kit as a bonus action, and if we pick up the Healer feat this'll bring any downed PC up to 1 HP and back into the fight!
-Not sure if going beyond level 3 matters? Use Magic Device could let us use some interesting healing items, but I didn't really see any that fit the theme.

So those ones seem like winners. Here are a few other candidates:

Tranquility Monk X (UA Material)
-Gives a pool of healing equal to Monk level * 10. Normally it can only be used as an action, like a Paladin's Lay on Hands, but we can substitute it for a Flurry of Blows unarmed strike. Which is ok, though definitely less versatile than the above-mentioned bonus action heals.

Divine Soul Sorcerer 3
-Twinned Healing Word is at least slightly closer to the theme than regular Healing Word.

Order Domain Cleric 1
-Voice of Authority would allow any beneficiary of Healing Word to make an attack. Although if they were dying, they're probably prone with their weapon no longer in their grasp when they're bought back to 1 HP?

Any Paladin
-Well, it has Lay on Hands...not a bonus action though so not really what we're after...


So we've got 3 great options (one of which, the Thief Rogue, could use another 17 levels of something thematic probably) and a smattering of not so great options. Any ideas?

Thanks in advance!

stoutstien
2019-02-26, 01:05 PM
Hey everyone, I've been theorycrafting a team built around the idea of providing bonus action healing to one another. As we know, using an action to heal in combat is not usually such a great idea. But this is what makes Healing Word such a great spell - a bonus action to heal lets you still use your action. Although Healing Word has the drawback that if you cast it as a bonus action, you can't cast another spell as your action. So I'm wondering if we can optimize a team that leverages bonus action heals with spells being a last resort. The goal is to basically bring downed PC's up from dying to at least 1 HP as easily as possible. That way we can continually fight to death's door and keep being brought back up to fight some more. Which just seems like a fun idea to optimize.

So the plan is to optimize, in this order:

Bonus action healing that isn't spells
Bonus action healing that is a spell but at least gives us something a bit special
Other forms of healing and protection
General combat effectiveness



Here's what I've got so far:

Celestial Warlock X
-The Healing Light abilty gives us 1+Warlock level d6's to use for bonus action healing. And since it's not a spell, we can still cast a spell as our normal action.

Dreams Druid X
-The Balm of the Summer Court ability gives us a number of d6's equal to our Druid level for bonus action healing. And again, since it's not a spell we can still do all our great Druid spellcasting for our action.
-We can also cast Goodberry and maybe have any familiars hanging around deliver them to downed PCs? I couldn't find a rule about if that was possible or not

Thief Rogue 3
-Fast Hands allows us to use a Healer's Kit as a bonus action, and if we pick up the Healer feat this'll bring any downed PC up to 1 HP and back into the fight!
-Not sure if going beyond level 3 matters? Use Magic Device could let us use some interesting healing items, but I didn't really see any that fit the theme.

So those ones seem like winners. Here are a few other candidates:

Tranquility Monk X (UA Material)
-Gives a pool of healing equal to Monk level * 10. Normally it can only be used as an action, like a Paladin's Lay on Hands, but we can substitute it for a Flurry of Blows unarmed strike. Which is ok, though definitely less versatile than the above-mentioned bonus action heals.

Divine Soul Sorcerer 3
-Twinned Healing Word is at least slightly closer to the theme than regular Healing Word.

Order Domain Cleric 1
-Voice of Authority would allow any beneficiary of Healing Word to make an attack. Although if they were dying, they're probably prone with their weapon no longer in their grasp when they're bought back to 1 HP?

Any Paladin
-Well, it has Lay on Hands...not a bonus action though so not really what we're after...


So we've got 3 great options (one of which, the Thief Rogue, could use another 17 levels of something thematic probably) and a smattering of not so great options. Any ideas?

Thanks in advance!

You're probably should be looking for temporary hit points also like glamor bards, longdeathonks and so on. Definite not Optimized but would be an interesting concept for a party.

sophontteks
2019-02-26, 02:50 PM
Seconded on the glamour bard. He provides everyone temp hp on a short rest bonus action, and thats not even the good part of the ability.

Quoz
2019-02-26, 03:11 PM
Necklace of prayer beads for any paladin or cleric. Can cast spells as a bonus action each day (drawn from a semi random list, so no guarantee what you get) that could include cure wounds (2nd level), bless, or even greater restoration.

I may be wrong/your GM may disagree, but using a healers kit is not an action that would break an invisibility spell. So having an NPC hireling with the healer feat under an invisibility spell could be a fun exploit to use in a tough situation if you can get the resources for it. Would also be fun to use against an unsuspecting party, for that matter.

apepi
2019-02-26, 03:16 PM
Paladin 3rd level spell, Aura of Vitality 1 action, and on a bonus action you can heal someone for 2d6.

PeteNutButter
2019-02-26, 04:10 PM
Um... Healing spirit.

It’s the be all, end all of healing. Bonus action to cast, bonus action to move, heals multiple allies every round for a minute.

Combine with a dip in life cleric and you are now the best healer in the game without ever spending an action, and only once per combat can you not cast with your action. Up cast with higher level slots for greater effect. You can stagger their locations so everyone on the team can have one up that you just have to run through.

Degwerks
2019-02-26, 04:26 PM
Um... Healing spirit.

It’s the be all, end all of healing. Bonus action to cast, bonus action to move, heals multiple allies every round for a minute.

Combine with a dip in life cleric and you are now the best healer in the game without ever spending an action, and only once per combat can you not cast with your action. Up cast with higher level slots for greater effect. You can stagger their locations so everyone on the team can have one up that you just have to run through.

Does the life clerics ability work on each 1d6 for healing spirits duration or just the 1st round of casting? What happens when you throw levels of shepherd druid in the mix with their unicorn spirit totem

RogueJK
2019-02-26, 04:32 PM
Tranquility Monk X (UA Material)
-Gives a pool of healing equal to Monk level * 10. Normally it can only be used as an action, like a Paladin's Lay on Hands, but we can substitute it for a Flurry of Blows unarmed strike. Which is ok, though definitely less versatile than the above-mentioned bonus action heals.

You should make that Monk a Hill Dwarf with the Dwarven Fortitude feat, so he can spend Hit Dice to heal himself while Bonus Action Dodging with Patient Defense.

CTurbo
2019-02-26, 04:37 PM
I was literally just thinking about how awesome this concept would be last night.

Cleric, Bard, Druid, and Thief Rogue with healer feat

Citan
2019-02-26, 06:25 PM
Hey everyone, I've been theorycrafting a team built around the idea of providing bonus action healing to one another. As we know, using an action to heal in combat is not usually such a great idea. But this is what makes Healing Word such a great spell - a bonus action to heal lets you still use your action. Although Healing Word has the drawback that if you cast it as a bonus action, you can't cast another spell as your action. So I'm wondering if we can optimize a team that leverages bonus action heals with spells being a last resort. The goal is to basically bring downed PC's up from dying to at least 1 HP as easily as possible. That way we can continually fight to death's door and keep being brought back up to fight some more. Which just seems like a fun idea to optimize.

So the plan is to optimize, in this order:

Bonus action healing that isn't spells
Bonus action healing that is a spell but at least gives us something a bit special
Other forms of healing and protection
General combat effectiveness



Here's what I've got so far:

Celestial Warlock X
-The Healing Light abilty gives us 1+Warlock level d6's to use for bonus action healing. And since it's not a spell, we can still cast a spell as our normal action.

Dreams Druid X
-The Balm of the Summer Court ability gives us a number of d6's equal to our Druid level for bonus action healing. And again, since it's not a spell we can still do all our great Druid spellcasting for our action.
-We can also cast Goodberry and maybe have any familiars hanging around deliver them to downed PCs? I couldn't find a rule about if that was possible or not

Thief Rogue 3
-Fast Hands allows us to use a Healer's Kit as a bonus action, and if we pick up the Healer feat this'll bring any downed PC up to 1 HP and back into the fight!
-Not sure if going beyond level 3 matters? Use Magic Device could let us use some interesting healing items, but I didn't really see any that fit the theme.

So those ones seem like winners. Here are a few other candidates:

Tranquility Monk X (UA Material)
-Gives a pool of healing equal to Monk level * 10. Normally it can only be used as an action, like a Paladin's Lay on Hands, but we can substitute it for a Flurry of Blows unarmed strike. Which is ok, though definitely less versatile than the above-mentioned bonus action heals.

Divine Soul Sorcerer 3
-Twinned Healing Word is at least slightly closer to the theme than regular Healing Word.

Order Domain Cleric 1
-Voice of Authority would allow any beneficiary of Healing Word to make an attack. Although if they were dying, they're probably prone with their weapon no longer in their grasp when they're bought back to 1 HP?

Any Paladin
-Well, it has Lay on Hands...not a bonus action though so not really what we're after...


So we've got 3 great options (one of which, the Thief Rogue, could use another 17 levels of something thematic probably) and a smattering of not so great options. Any ideas?

Thanks in advance!


Um... Healing spirit.

It’s the be all, end all of healing. Bonus action to cast, bonus action to move, heals multiple allies every round for a minute.

Combine with a dip in life cleric and you are now the best healer in the game without ever spending an action, and only once per combat can you not cast with your action. Up cast with higher level slots for greater effect. You can stagger their locations so everyone on the team can have one up that you just have to run through.
This, basically.

If you want an optimized party...

1. Life Cleric 1 / Shepherd Druid X: this guy will keep Healing Spirit active while using Bear Spirit.
2. Chain Celestial Warlock 3-5 / Life Cleric X: this guy will Warding Bond the previous one or a frontliner (whichever needs the most): thanks to the Chain related invocation, you can maximize Warlock healing dice. Thanks to Life Cleric 6, when you use upcast Healing Words, you will regain a decent amount of HP. Truth be told, true optimization would be instead going Sheperd Druid yet again, this time using Unicorn Spirit: this way you can use heal on yourself, on a short-rest slot basis, with maximized effect on you, while everyone else also gains hefty amount of HP.
So actual second guy would rather be Chain Warlock 3 / Shepherd Druid X.
3. Glamour Bard with Inspiring Leader, having Catnap, Rope Trick and Leomund's Tiny Hut: add 2 levels of Moon Druid and/or 1 Life Cleric for homogeneity with party. ^^ Learn Healing Spirit and/or Aura of Vitality and/or Beacon of Hope, but certainly learning Cirlce of Power.
4. Celestial Hexblade Warlock 10+ / Divine Soul Sorcerer 7: this one will Extend Aid, Death Ward and whatever other good buff he has. Learn Beacon of Hope for great synergy with Healing Spirit. Again, bring 2 levels of Moon Druid and/or 1 level of Life Cleric for homogeneity. ^^ Take Healer feat for sports.

Recap?
1 can bring up to 19 THP once per short rest, along with healing a minimum average of 5 HP to every creature for several rounds using Healing Spirits at lowest level (or 9 with Beacon of Hope).
2 if going Warlock&Shepherd can heal self with potions for 10HP, or cast Healing Words on self for automaximum effect while healing all allies around for more than 10 HP each (if straight Warlock 3 / Druid 17, it would be 17 HP each on end).
3 can bring 25 THP once per short rest, plus up to 14 THP to all party five times per short rest.
4 can land Death Wards as well as a hefty +20 HP every day all days with Extended Aid. Plus another 10 THP to all party when finishing a short rest.
And potentially all of them can use whatever slots they have left to create Life Goodberries if you go with 1 Life / 2 Druid on everyone.
Which also means they can easy travel while avoiding conflicts and easily make short rest places...

So, every day...
- All party starts with 10 THP (4) + 20 extra maximum HP (4).
- During first encounter, 1 can use Bear spirit for THP.
- As needed after that, 3 can provide THP (BI).
- At the end, if no time for short rest, Bard can provide THP (Inspiring Leader) while everyone eats Goodberries or get under a Healing Spirit.

As far as healing goes, the party overall has enough to heal itself from 0 to full at least a dozen times.

For toughest fights: 3 can keep up Circle of Power (advantage on saves), 4 Beacon of Hope, while 1 or 2 uses Unicorn Spirit and Healing Spirit, and all uses Healing Words to supplement as needed.

This is not actually the most optimized party (but the most may be a band of clones, not very interesting), nor it is the easiest to justify thematically.

For single-class with variety: Glamour Bard (obviously), Shepherd Druid (same), Life Cleric (same), Divine Soul Sorcerer (reasons above, + can use Healer feat while casting with Quicken).
Or, for a more martial compo: Storm Herald Barbarian (don't underestimate the THP as bonus action in aura, especially when rage becomes more "staying" and ends as unlimited), Thief Roge (Healer feat as bonus action), Ancients Paladin (for Auras + Lay on Hands and Inspiring Leader) and Gloomstalker Ranger (for Healing Spirit, Pass without Trace and Rope Trick).

PeteNutButter
2019-02-26, 06:33 PM
Does the life clerics ability work on each 1d6 for healing spirits duration or just the 1st round of casting? What happens when you throw levels of shepherd druid in the mix with their unicorn spirit totem

Yes and more goodness.

Danielqueue1
2019-02-26, 07:26 PM
Unicorn spirit only procs when you cast the spell. Life cleric procs when it heals. So if you have both up, you would get 1 AE burst when you first cast the spell then 1d6+4 each activation after that.

LudicSavant
2019-02-26, 07:32 PM
Hey everyone, I've been theorycrafting a team built around the idea of providing bonus action healing to one another. As we know, using an action to heal in combat is not usually such a great idea. But this is what makes Healing Word such a great spell - a bonus action to heal lets you still use your action. Although Healing Word has the drawback that if you cast it as a bonus action, you can't cast another spell as your action. So I'm wondering if we can optimize a team that leverages bonus action heals with spells being a last resort. The goal is to basically bring downed PC's up from dying to at least 1 HP as easily as possible. That way we can continually fight to death's door and keep being brought back up to fight some more. Which just seems like a fun idea to optimize.

So the plan is to optimize, in this order:

Bonus action healing that isn't spells
Bonus action healing that is a spell but at least gives us something a bit special
Other forms of healing and protection
General combat effectiveness



Here's what I've got so far:

Celestial Warlock X
-The Healing Light abilty gives us 1+Warlock level d6's to use for bonus action healing. And since it's not a spell, we can still cast a spell as our normal action.

Dreams Druid X
-The Balm of the Summer Court ability gives us a number of d6's equal to our Druid level for bonus action healing. And again, since it's not a spell we can still do all our great Druid spellcasting for our action.
-We can also cast Goodberry and maybe have any familiars hanging around deliver them to downed PCs? I couldn't find a rule about if that was possible or not

Thief Rogue 3
-Fast Hands allows us to use a Healer's Kit as a bonus action, and if we pick up the Healer feat this'll bring any downed PC up to 1 HP and back into the fight!
-Not sure if going beyond level 3 matters? Use Magic Device could let us use some interesting healing items, but I didn't really see any that fit the theme.

So those ones seem like winners. Here are a few other candidates:

Tranquility Monk X (UA Material)
-Gives a pool of healing equal to Monk level * 10. Normally it can only be used as an action, like a Paladin's Lay on Hands, but we can substitute it for a Flurry of Blows unarmed strike. Which is ok, though definitely less versatile than the above-mentioned bonus action heals.

Divine Soul Sorcerer 3
-Twinned Healing Word is at least slightly closer to the theme than regular Healing Word.

Order Domain Cleric 1
-Voice of Authority would allow any beneficiary of Healing Word to make an attack. Although if they were dying, they're probably prone with their weapon no longer in their grasp when they're bought back to 1 HP?

Any Paladin
-Well, it has Lay on Hands...not a bonus action though so not really what we're after...


So we've got 3 great options (one of which, the Thief Rogue, could use another 17 levels of something thematic probably) and a smattering of not so great options. Any ideas?

Thanks in advance!

Where's my boy Life Cleric 1 / Lore Bard X at? Gotta have that boosted, early Aura of Vitality! 2d6+5 bonus action healing every round for a minute, each time you use a spell slot on it. Total of 120 average healing per spell slot spent on Aura of Vitality, all used as bonus actions distributed at range to party members as you see fit.

PeteNutButter
2019-02-26, 08:39 PM
Where's my boy Life Cleric 1 / Lore Bard X at? Gotta have that boosted, early Aura of Vitality! 2d6+5 bonus action healing every round for a minute, each time you use a spell slot on it. Total of 120 average healing per spell slot spent on Aura of Vitality, all used as bonus actions distributed at range to party members as you see fit.

Healing Spirit is almost a complete upgrade from aura of vitality. It doesn't require a bonus action unless you need to move it, scales, and can potentially heal the entire party every round. The only thing Aura of Vitality has on Healing Spirit is the potential to heal allies further apart on subsequent rounds, if you are in between them.

Chronos
2019-02-26, 11:28 PM
Quoth Quoz:

I may be wrong/your GM may disagree, but using a healers kit is not an action that would break an invisibility spell.
Invisibility is broken by making an attack roll or casting a spell. You're using a healer's kit in a very weird way if you're doing either of those things with it.

LudicSavant
2019-02-26, 11:40 PM
Healing Spirit is almost a complete upgrade from aura of vitality. It doesn't require a bonus action unless you need to move it, scales, and can potentially heal the entire party every round. The only thing Aura of Vitality has on Healing Spirit is the potential to heal allies further apart on subsequent rounds, if you are in between them.

That, and it's not banned at every second table! :smallwink:

I'm not arguing that Healing Spirit is upended by anything. I am merely suggesting things besides Healing Spirit because it seems to be such a popular ban. And because you already mentioned it, so there was no need to.

Arelai
2019-02-27, 03:51 AM
All Clerics.

Life
Knowledge
Arcana
War? Forge?

He’ll, maybe even 4 life clerics.

Everyone casts spirit guardians first turn. Spiritual weapon 2nd turn. Maybe they all take a level in fighter to start with con save proficiency. they can all heal when needed. They all slow enemies. Enemies they surround take 12d8 from SG, 4d8 from SW, and more from their actions(although if they all dodge that’s probably the best move).

And now you win every combat encounter and never die.

Citan
2019-02-27, 05:02 AM
Healing Spirit is almost a complete upgrade from aura of vitality. It doesn't require a bonus action unless you need to move it, scales, and can potentially heal the entire party every round. The only thing Aura of Vitality has on Healing Spirit is the potential to heal allies further apart on subsequent rounds, if you are in between them.
As much as I love Healing Spirit (and as much as broken the amount of healing you can give with it), Aura of Vitality is still useful precisely because of that "bigger range".
Especially considering its effective range is "self+30 feet" and that "self" can move up to 60 feet with a Dash, and easily beyond 100 with some investment or shenanigans (like base speed of 50 with Mobile and Longstrider).

So the effective maximum distance between two uses of Aura of Vitality is respectively, conservatively 60 (without moving), easily 90 (move and use action on something), when needed 90 (use Dash action) before taking into account racial/class/spell buffs.

EdenIndustries
2019-02-27, 12:20 PM
Thanks for all the replies everyone!

If you'll allow me one nit-pick though, I was really hoping to find some sources of non-spell healing (see optimization point #1 in the list in the OP). I suppose both because Healing Spirit is so good that it's almost a bit boring :smallsmile:. And also because if a viable, all-day source of non-spell healing is available, it frees up concentration which is also very handy.

But absoutely, Healing Spirit (and Aura of Vitality) are great for optimization point #2 in the OP, and the points about Glamour Bard and THP are great for optimization point #3 (insofar as they can't bring you up from dying it's not quite as on-theme), so thank you very much for those!

Citan
2019-02-27, 02:38 PM
Thanks for all the replies everyone!

If you'll allow me one nit-pick though, I was really hoping to find some sources of non-spell healing (see optimization point #1 in the list in the OP). I suppose both because Healing Spirit is so good that it's almost a bit boring :smallsmile:. And also because if a viable, all-day source of non-spell healing is available, it frees up concentration which is also very handy.

But absoutely, Healing Spirit (and Aura of Vitality) are great for optimization point #2 in the OP, and the points about Glamour Bard and THP are great for optimization point #3 (insofar as they can't bring you up from dying it's not quite as on-theme), so thank you very much for those!

Well, you sum it up well.

Non-spell healing is basically potions or class features so that does restrain the field of possibilities quite a bit: you basically nailed everyone (with notable exception of the Life Cleric -although it uses up an action its CD is quite potent and non-spell-) in your first post, as far as "healing others" go.

Besides that you have the Banneret Fighter who has a decent healing for medium teams (4 people) then you could also take into account self-heal abilities (Open Hand Monk notably).

RogueJK
2019-02-27, 02:42 PM
If you'll allow me one nit-pick though, I was really hoping to find some sources of non-spell healing (see optimization point #1 in the list in the OP).

My suggestion of the Dwarven Fortitude feat is non-spell healing. It allows you to spend a Hit Dice to heal when you take the Dodge action.

And a Monk can Dodge as a Bonus Action through their Patient Defense ability, so it works as "Bonus Action Healing" too.

Chronos
2019-02-27, 06:18 PM
On the other hand, Dwarven Fortitude (and an ordinary fighter's Second Wind) only affects you, so it's no good for getting you back on your feet when you're knocked to 0.

stoutstien
2019-02-27, 06:35 PM
On the other hand, Dwarven Fortitude (and an ordinary fighter's Second Wind) only affects you, so it's no good for getting you back on your feet when you're knocked to 0.
Go long death monk