| Rebornman |
I have read as much as i can understand and watched 4 videos on the Cleric healer class. I made a level 1 and I am confused on how the spells work. I took cloistered cleric, healing font, Pharanae is my deity. background is cleric. race is grippli and i took the heritage allows me to heal at range with my tongue. healers blessing is the focus spell and heal as cleric spell.
PLEASE understand I have never played before.
So based off of everything I typed. I use 1 action to cast healing font on the tank. then with 2 actions i cast heal. because my heals go from d8 to d10 do i roll the following?
1d10(for the heal spell) +
8 (2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.)+
2 (Duration 1 minute Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points) +
2 (Initial Domain Power: Healer's Blessing
Range 30 feet; Targets 1 willing living creature
Duration 1 minute
Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains {v1} additional Hit Points.
The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.
Heightened (+1) The additional healing increases by 2 HP.) +
Sorry for all of the text so i rolled 1d10+8+2+2 ? None of the people that let me join have ever played a cleric and cannot help me.
i appreciate any help at all.
I also did not know where to post my question since I didnt see a cleric specific area.
| Gisher |
| breithauptclan |
| 3 people marked this as a favorite. |
Healing Font is a second set of spell slots. The number of them is based on your CHA modifier (CHA + 1), and what level they are increases to your highest level of spell level that you have as you level up. But once you know how many spell slots you have and what level they are, they work exactly like all of your other spell slots - except that they can only be used to cast the spell Heal.
Heal is actually 3 spells in one. There is a 1-action version, a 2-action version, and a 3-action version. It is useful to think of them as being three separate spells since a lot of the specifics about how the spell is cast is different for the three versions.
The 1-action version is touch range. You could use your Grippli tongue to increase the range of your touch though.
The 2-action version has 30 foot range automatically and does more healing.
The 3-action version is an emanation. Meaning that it is a circular area around you and it hits everyone in the area (including you if you want it to).
So if you cast a 1-action version of Heal from your Divine Font spell slots, that would be an entire spell cast. You wouldn't have to additionally cast anything else. If you have an ability that increase the healing dice from d8 to d10 that would apply to all versions of Heal cast from any of your spell slots.
The Healer's Blessing spell is something that you would ideally cast before casting Heal. Since it only affects Heal spells cast on that target after casting Healer's Blessing on them.
So, if one of your allies is low on HP and is within 30 feet of you, you could cast Healer's Blessing on them for 1 action, then cast a 2-action Heal on them to restore 1d8+8 from the spell itself + 2 from Healer's Blessing. And if you have an ability to change the d8 to a d10, then it would be 1d10+8 + 2.
If you instead only cast the 1-action version of Heal, then it would only restore 1d8 HP and would have a range of touch.
And if your entire team is hurting, you could cast the 3-action version and restore 1d8 HP to all of them that are within 30 feet of you - as well as all of the enemies that are also within 30 feet of you, so be aware of that too.
One last thing to be aware of is the Heightened line. All of the numbers I used above are assuming that these spells are being cast as 1st level spells. When you level up, the Healer's Blessing spell will heighten automatically because it is a focus spell (so will your cantrips). Also your Divine Font spell slots will increase their spell level. When a spell is cast at a higher level than its minimum, it applies the Heightened effect to it as many times as it takes until it matches the actual spell level the spell is cast at.
So when you are a 3rd level Cleric, Healer's Blessing and Divine Font Heal spells will be cast as 2nd level spells. Both of those have Heightened +1 lines, so each spell will have that line applied once.
Healer's Blessing will therefore heal +4 HP, and Heal itself will restore 2d8 HP for the 1-action and 3-action versions and 2d8+16 for the 2-action version.
When you reach Cleric level 5 they will upgrade again to be 3rd level spells and apply the Heightened line twice. So +6 for Healer's Blessing and 3d8 or 3d8+24 for Heal.
| Rebornman |
| Rebornman |
| 1 person marked this as a favorite. |
Healing Font is a second set of spell slots. The number of them is based on your CHA modifier (CHA + 1), and what level they are increases to your highest level of spell level that you have as you level up. But once you know how many spell slots you have and what level they are, they work exactly like all of your other spell slots - except that they can only be used to cast the spell Heal.
Heal is actually 3 spells in one. There is a 1-action version, a 2-action version, and a 3-action version. It is useful to think of them as being three separate spells since a lot of the specifics about how the spell is cast is different for the three versions.
The 1-action version is touch range. You could use your Grippli tongue to increase the range of your touch though.
The 2-action version has 30 foot range automatically and does more healing.
The 3-action version is an emanation. Meaning that it is a circular area around you and it hits everyone in the area (including you if you want it to).
So if you cast a 1-action version of Heal from your Divine Font spell slots, that would be an entire spell cast. You wouldn't have to additionally cast anything else. If you have an ability that increase the healing dice from d8 to d10 that would apply to all versions of Heal cast from any of your spell slots.
The Healer's Blessing spell is something that you would ideally cast before casting Heal. Since it only affects Heal spells cast on that target after casting Healer's Blessing on them.
So, if one of your allies is low on HP and is within 30 feet of you, you could cast Healer's Blessing on them for 1 action, then cast a 2-action Heal on them to restore 1d8+8 from the spell itself + 2 from Healer's Blessing. And if you have an ability to change the d8 to a d10, then it would be 1d10+8 + 2.
If you instead only cast the 1-action version of Heal, then it would only restore 1d8 HP and would have a range of touch.
And if your entire team is hurting, you could cast the 3-action version...
Incredible! Thank you so much. This is exactly what I was looking for. i will study your words and do some mock heals so i understand it better. You are awesome!
| breithauptclan |
| 2 people marked this as a favorite. |
No problem.
Also, Gisher's list of useful spells would be spells that get put into your regular spell slots. At Cleric level 1st you have five cantrip slots and 2 1st level spell slots. You choose which spells to put in the various slots during morning preparations each day.
You can cast the cantrips as much as you want during the day. The leveled spell slots can only be used once - including your Divine Font slots. Once you cast the spell, the slot is used up until the next morning.
The focus spell Healer's Blessing cost a focus point to cast it instead of a spell slot. You probably only have 1 focus point at level 1. Once you use it up, you can rest and pray for 10 minutes to recharge your focus point so that you can cast Healer's Blessing again during the next fight in the same day.
The Raven Black
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| 1 person marked this as a favorite. |
And some final notes :
1- your spells are a precious resource. If you have enough time between fights, do not use them to get the party back to full HPs. This is what Medicine checks and focus powers such as a Champion's lay on hands are for.
2- your party needs to have an out-of-combat healer to bring the party back to full HPs between fights using renewable resources such as those I mentioned above. It can be you but take into account the following.
3- you must not be the only one who can heal in combat (whether with spells, the battle medic feat, or items such as healing potions). Because if you go down and there is nobody else to revive you, even just a bit, your party is likely doomed.