[RPG] What classes are suitable for filling the healing & support role

clericdnd-3.5e

I'm starting a new level 1 character and I need to fill the healing and support role, but I'd like to explore what options I have that aren't just Cleric as I like to mix things up a little. I will need to do some healing, deal with cures/dispels, potentially do buffs and do some turning (not as important as turning in Arcannis is hard anyway). Currently our party looks like it will be:

  • Fighter

  • Rogue

  • Bard

  • Wizard

  • Another front rank class (barbarian or similar)

  • Me

We'll all be starting from level 1, we can use pretty much any class that's in any 3.5 rulebook barring psionics, and evil-aligned classes are out. We're in the Arcannis world, if that makes any difference, but the classes don't have to be from there.

I've already looked at the Cleric variants in Arcannis, but that's about all I know. I'm still fairly new to D&D, so my knowledge isn't great, but please don't shy away from suggesting more complex classes or class mixes.

Best Answer

D&D 3.5 really doesn’t do “roles”

Roles aren’t really a part of the game. There’s almost nothing in the game that requires a particular sort of character. There are alternative ways to deal with everything—even things that seem to explicitly require a certain character. The rules emphasize, for example, that only rogues (and others with trapfinding) can find magical traps. But there are other ways around them—for example, sending disposable summoned minions in to just trigger traps is a common approach.

So you really shouldn’t ever be terribly concerned about “role” in 3.5.

Healing in D&D 3.5 is very limited, and not a good thing to focus on

Even to the extent that you elect to think of yourself as filling a “role,” healing is a poor one to focus on. The healing spells available are very, very limited (until or unless you get the heal spell at high levels).

As a result, it is vastly superior to prevent damage than to heal it. Preventing damage can be done by buffing your allies, debuffing enemies, or just ending fights fast. Thus, almost any character type can contribute to limiting the danger to their allies. Clerics, for example, are very very powerful because they excel at buffing allies and killing enemies. Wizards excel at hampering, controlling, and eventually killing enemies. Druids can do a bit of all of those things. But even, say, a barbarian can get in enemies’ faces, demand their attention, and then kill them dead before they can threaten the more vulnerable characters in the party.

Thus, instead of having a “healer,” it is better to rely on items:

  • A wand of cure light wounds or lesser vigor (lesser vigor is in Spell Compendium). These spells offer the most bang-for-your-buck (gp) in terms of healing, and are easily affordable for a party who pools resources even before they hit 2nd level. Spending a few minutes after fights to top off with these wands is very efficient, and limits the likelihood of an emergency during the next combat. The 50 charges you get are quite a lot—by the time a party needs to get a second wand, the 750 gp it costs should be quite minimal.

    Note that anyone whose class can ever cast one of these spells can use the wand without any Use Magic Device. That includes classes like low-level paladins and rangers who have no spellcasting ability until 4th.

  • Equipping characters who need self-healing with healing belts from Magic Item Compendium is a good choice, as these are fairly efficient and do not require any special class features to activate.

  • Later on, a wand of restoration or a rod of bodily restoration (also Magic Item Compendium) can handle a lot of status conditions that are otherwise difficult to deal with. These are much more expensive, but you’ll also probably go through them much less quickly.

  • For really serious ailments, don’t neglect the utility of being able to hire somebody to heal you. You can always find a temple or similar where your donation can get you the service of a cleric if you need it.

The important thing here is that none of these require much effort on the party’s part. They revolve around magic items and spellcasting services—things you can just buy. Even without anyone who can use those wands natively, they’re a relatively-easy DC 20 Use Magic Device check to use. So a party can literally have no one with even theoretical access to these spells, and still do just fine with healing.

So again, you really should not feel required to play a healer.

But if you just want to be a healer...

If you have your heart set on healing being your thing, you do, of course, have several options for it. I just wanted to make sure you understood that you did not have to.

  • Cleric. The cleric is phenomenally powerful—but not because of healing. Healing is just another thing they can do. Clerics are excellent at buffing themselves and others. They are some of the best physical combatants in the game, thanks to this buffing.

  • Archivist (Heroes of Horror). Uses the cleric list, and so is good at the sorts of things the cleric is. The lack of spontaneous cure is a minor drawback, and the lack of turn undead is a bit more significant (since a lot of feats and prestige classes use it), but the archivist’s ability to use all sorts of divine magic—including non-cleric divine magic—more than makes up for that.

  • Druid. Similar to cleric, but probably easier because wild shape is such an automatic buff. Less healing but more than enough.

  • Crusader (Tome of Battle). The best HP-healer in the game, bar none, but with zero ability to handle non-HP ailments. The crusader has the unique ability to heal allies while attacking enemies, which is excellent. The crusader is also my favorite choice of class for new players.

    • Crusader, when combined with cleric or paladin, also qualifies for the excellent ruby knight vindicator prestige class in the same book. This is an excellent approach for getting all the healing you could ever want, while still having lots and lots of other tricks. Cleric is by far the better entry, but we do have an answer devoted to how to heal as a paladin/crusader/ruby knight vindicator.
  • Favored Soul (Complete Divine). This is basically the sorcerer to the cleric, but unfortunately for a variety of reasons it’s really quite bad.

  • Bard. Bards have a little bit of healing (enough to use a wand of cure light wounds anyway), and also some phenomenal support and buffing. See this question for more on playing bards.

    • The war weaver prestige class from Heroes of Battle has a ton to recommend it as a buffer; it allows you to apply a whole suite of buffs to your whole party in one turn. It’s for arcane classes only, which probably means bard, sorcerer, or wizard (bard would have non-spellcasting buffing from the music, but sorcerer or wizard would have much better spells).

    • The sublime chord prestige class from Complete Arcane turns a bard into a full-caster. Better, it can partially “undo” missed spellcasting levels, for example from war weaver. A bard/war weaver/sublime chord is a simple, straightforward, excellent support build.

    • Multiclassing into crusader is also an excellent option for bards: this allows them to take the Song of the White Raven feat for the ability to inspire courage as a swift action and stacking crusader levels with bard for daily bardic music uses.

Final Recommendations

If you really do want to be a healer, your best bets in my opinion are cleric/crusader/ruby knight vindicator or bard/war weaver/sublime chord. These combinations provide potent support for your allies, access to substantial healing abilities, and should prove very fun to play.

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