Three members of our party want to leave but one of them is a cleric who is our healer. Since we are levelling up to level 4 we could take on feats and there is the feat of Healer or of Magic Initiation, the latter allowing us to learn a first level healing spell.

What would be the best option or are there any other options to replace our healer?

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    \$\begingroup\$ Would one of your players consider multi-classing his character? \$\endgroup\$ – Alexis Wilke Jan 25 '16 at 4:12
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    \$\begingroup\$ how many players remain? \$\endgroup\$ – András Jan 25 '16 at 5:51
  • \$\begingroup\$ Four or five. We've got four, might more has expressed in interest in joining and one more might leave. He hasn't suggested it but most of the time we have someone watching or one of the current players playing his part. We started with seven. \$\endgroup\$ – Richard Young Jan 25 '16 at 10:19

Since there are no healing cantrips and none of the first circle healing spells are worth taking as the only healing if they can only be used once a long rest (aside from goodberry but if your party is that desperate for healing I would suggest that your DM might be using too difficult encounters), I would recommend against taking the Magic Initiate feat for healing.

The Healer Feat is pretty nice since it essentially turns the healer's kit into ten potions of healing (not exactly, but the differences are mainly nitpicking).

Alternatively if your DM is using the 5e rules for resting as long as you stay cautious you won't need any healing aside from what you get resting and from items. However, that last option is particularly risky and can lead to a party wipe.

Hopefully this helps!

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    \$\begingroup\$ Thanks. That does help. I was going to go for the ability score improvement but if none of the other party go for the Healing feat, I might take that instead. \$\endgroup\$ – Richard Young Jan 25 '16 at 0:39

There are optional rules in the DMG about pricing and buying magic items. If your DM finds it suitable, it's theoretically possible to get Potions of Healing at 50-100gp. It's not recommended that your shops have an unlimited supply, but it's pretty reasonable to provide enough to make up for the most basic healing spells.

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    \$\begingroup\$ Buying potions of healing is not an optional rule - they are right there on the list of adventuring gear in the PHB \$\endgroup\$ – Dale M Jan 25 '16 at 0:25
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    \$\begingroup\$ I recommend you cite the PHB entry on healing potions and costs. Also retain the point that DM may limit the availability. \$\endgroup\$ – KorvinStarmast Jan 25 '16 at 2:11
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    \$\begingroup\$ The "Adventuring Gear" table in the PHB cites "potion of healing" as 50 GP. \$\endgroup\$ – KorvinStarmast Jan 25 '16 at 15:52
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    \$\begingroup\$ I bought a healing potion. I'm hoping I can save it for when we really need it. \$\endgroup\$ – Richard Young Apr 25 '16 at 0:15

The two good options: Feats and Multiclassing

It is quite unrealistic that your party finds hundreds of Potions of Healing during adventureing. Even if they could, it is a huge waste of resources.


Healer: It was mentioned before, quite an obvious choice.
Inspiring Leader: Does not give you as much HP as Healer, but in many ways it is still better. If your Fighter with 30 HPs receives a blow with 32 damage, this one keeps him swinging, so contributing to the victory of the team. Healer only works the persont taking the feat is around, and can spare an action.
Magic Initiate: As name moniker said, one 1st level spell is not worth taking, and there are no healing cantrips.


Depending on your party composition, different options are the best. You can use any spell slot to cast a spell known from either of your classes. So a 3rd level Wizard/1st level Cleric can cast Healing Word in a 2nd level slot.
However, you should not forget the attribute requirements for multiclassing, both into and out of a class.

Bard: Often overlooked as healer, but it has better healing options than a Paladin.
Cleric: Great choice for a Wizard or Wild Sorcerer, best healing spells, Medium Armor (Life, Nature, Tempest and War even gives Heavy Armor).
Druid: As above, but the armor proficiencies are much worse. Two levels of Moon Druid can add a multitude of Wild Shapes, great for HP replacement. Especially good on a Monk, as they can use Unarmed Strikes while Wild Shaped.
Paladin: Surprisingly bad at healing, cannot cast spells until level 2, and does not gain Healing Word. Aura of Vitality is great, but you have to wait 9 levels for that.

  • \$\begingroup\$ Thanks for that. I doubt we'll be multi-casting but I did like to look of the Inspiring Leader feat. My Barbarian only have 12 charisma so she won't be able to use it but I'll see if any of the other players have the charisma to use that one. I actually planned for the next character to get that and sacrificed dexterity for charisma to allow that. \$\endgroup\$ – Richard Young Jan 25 '16 at 15:24
  • \$\begingroup\$ Why are you against multiclassing? It is the best solution for most of the problems :) \$\endgroup\$ – András Jan 25 '16 at 15:54
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    \$\begingroup\$ Our DM advised against it. I think there were complications with levelling up or experience or something like that – it was a year ago we discussed it. I would have thought that at level 4 it was a bit late to start multi-classing. \$\endgroup\$ – Richard Young Jan 25 '16 at 16:25
  • \$\begingroup\$ it is never too late to start \$\endgroup\$ – András Jan 25 '16 at 16:55
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    \$\begingroup\$ just a heads up for those unaware of how 5e treats temp HP (such as that which the IL grants you), but you are only allowed to have one set and when you gain new THP you either lose all of the THP you currently have or you fail to gain the new THP. Now while the IL feat is pretty awesome I feel that a disclaimer on how it might hinder the party should be added. \$\endgroup\$ – name moniker Jan 27 '16 at 17:55

What would be the best option or are there any other options to replace our healer?

If your party is set on having a combat healer then multiclassing is the best/only way to go. The Healer feat is really only effective as an outside of combat resource since it is only usable once per character before a short rest. Consider how most fights go, is it (A) one person takes a majority of the damage and the healer casts spells every round to keep them standing or (B) everyone has some way to prevent or mitigate damage and you heal up between fights. If your group is doing mostly (A) and little to no (B) then you NEED the combat healer and the feat will not help. If your group is doing mostly (B) and and little to no (A) then the feat will be great for you. If you do some of (A) and some of (B) then you need a secondary healer for emergencies and the feat will take some of the load off the healer.

As for the Magic Initiate Feat, you could get a 1st level cure spell once between long rests, it is completely and wholly inadequate. Other choices involving stocking up on potions or other items. If you think about it, it comes down to class features, spells, feats, and items. Your parties classes control your access to spells. Feats really only provide out of combat support for healing. Items are too variable on acquiring them, that is to say maybe you can and maybe you can't get them.

TLDR: if your party NEEDS a healer then your best option is to get a healer. Don't short change yourself or your party with just a healing feat.

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    \$\begingroup\$ I realiase we need a healer but our healer if left and none of the remaining member can heal which if why I'm looking at the feat. I think Inspiring Leader might be a feat to go for but my character hadn't got the Charisma for that so and I need to check the other players. In terms of what you said above, I think we do more B than A but could do wtih a secondary healer. \$\endgroup\$ – Richard Young Jan 27 '16 at 12:59

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