You need not change anything about the default setting in order to have people "left out" of the benefits of clerical magic.
I don't think that clerical spellcasting is as easy to come by as you make it out to be. In other words: you can easily have your harsh and gritty world. In what follows I'll always lean toward the more-utopian interpretation of ...
Does the Medicine skill have hidden uses you don't know about?
Doesn't every skill?
Remember that skills are abstractions of both knowledge, expertise and ability. So in addition to the mechanical benefits (that of stabilizing a character when a healing kit isn't available), it also has other benefits.
Things that would require a medicine check:
In the several years since 5E has been out, I've played at a lot of tables which often do not have a cleric — or any dedicated healer. From this, I think that you really want the healing role covered, but it doesn't have to be by a cleric or paladin.
Without healing magic, fights are a lot more dangerous, and bad luck can really compound without any ...
A few folks have mentioned to me that Mike Mearls has stated elsewhere that it's an oversight in the text, and the intent is that a level 1 character should recover 1 hit die. Seems likely errata-fodder.
@MrMattFree : Hit dice question! Basic rules say you get half your HD back at a long rest but doesn't say round up. What does a 1st lvl do?
There is no visible effect upon casting Healing Word
Healing word has no language in the spell description that would suggest a visible effect upon casting. In contrast, a spell like Fireball (PHB, 241) states:
A bright streak flashes from your pointing finger to a point you choose within range...
However, there is a Verbal Component ...
You cannot choose to abstain from a potion effect
Potion of Healing states:
You regain hit points when you drink this potion.
In that language, there is no choice. Just cause and effect. You drink the potion, you regain hitpoints.
If you had a choice about potion effects, then the Potion of Poison would hold no threat.
This concoction[potion of ...
Contextually, Bob's correct
If the campaign is a series of tombs of horrors, then that ring of cure light wounds is an item beyond price. If the party can't leave the dungeon to resupply and can't get down to one encounter per day (i.e. the so-called 15-minute workday) via spells1, that ring of cure light wounds is a literal lifesaver.
In other words, if ...
The Cure Wounds spell would have restored hit points and consciousness to the Rogue. A dying creature isn't prevented from regaining hit points in any way. In fact, on page 197 of the PHB, under the Falling Unconscious section:
This unconsciousness ends if you regain any hit points.
Stabilizing is an entirely different process, which does not immediately ...
So the loss of body parts is awkward at best in 3.5, since the rules never describe any process by which it might happen or what it means when it does. Because the system doesn’t get into it, it doesn’t give a whole lot of options for dealing with it.
The regenerate spell can definitely fix a lost body part. It is one of only two references to the idea that ...
No, because the Ready Action requires you to cast the spell as normal and then hold it, releasing it with your reaction later.
You are using your action to cast the spell on your turn.
PHB pg. 193 under Ready, emphasis mine:
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.
You can't be insane.... if you don't have a brain!
One of the methods I prefer to utilize to curing madness involves the following steps:
Attack party member until rendering them unconscious.
Restrain party member on sturdy table with chains, shackles and ropes.
Have Igor fetch THE CAGE.
Release Intellect Devourer (it's very important to have this step ...
From the DMG 260:
A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of ...
The Fighter must wait until round 3
During round two in your scenario, when the Cleric heals the Fighter, the Fighter's turn has already ended for that round, so they would need to wait until the next round to take another turn.
The rules for death saving throws state the the saving throw is made at the start of the dying creature's turn (the Fighter, in ...
Erin - Kind Of
This part of what Erin said is right:
Erin thinks that the DMG guidelines are flexible and we should
consider the cost of the Ring of Cure Light Wounds in context of
other, existing magic items.
DMG p. 282 says something pretty similar in the bottom right corner (SRD version):
Not all items adhere to these formulas directly. The ...
True Clerics are rare
The Player's Handbook points out that not all a deity's clergy are "clerics" who have magical healing powers.
Not every acolyte or officiant at a temple or shrine is a cleric...True clerics are rare in most hierarchies.
(Divine Agents, PH, p. 56)
"Magic and strength of arms" (also PH 56) are not available to every devotee of a ...
The rules read
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with racial ...
Take a look at the full detail of what it actually says (my emphasis):
This spell closes all mortal wounds, but it doesn’t
restore missing body parts. If the creature is lacking
body parts or organs integral for its survival—its head,
for instance—the spell automatically fails.
It doesn't matter if the organs are shattered, splattered or ground to ...
There are two techniques that can go 90% of the way to making playing-initiated retreats like this not boring or tedious.
Use your role as DM to control the passage of time. Skip the uneventful parts. Do you know that nothing will inconvenience them on the way out of the dungeon? Narrate to skip ahead then.
You backtrack through the halls ...
The problem you have encountered was once known as the 15-minute workday. Since health, spells, etc are all things that are regained over time, the safest strategy is usually to do one fight, then back off to a safe distance and regenerate to full power before tackling the next challenge. SevenSidedDie wisely suggests ensuring that the world does not wait ...
Spells such as Regenerate and Heroes' Feast (and probably others that I've missed, too) can heal undead, however I don't think that that's the real answer here.
The first answer is that undead can rest, just like anyone else. Crawford tweeted on this: https://www.sageadvice.eu/2014/09/19/undead-short-rest/ It doesn't mention long rests, but I think it's ...
Sadly the rules on curing disease do not seem to be organized in a single section of any of the rule books. Here are all the options I can find:
Lesser Restoration (2nd level) can end 1 disease afflicting the target
Raise Dead (5th level, 500gp consumed material component) cures non-magical diseases that afflicted the deceased at the time of its ...
When it comes to healing, if you have access to magical healing for the thing you want to fix, that's pretty much always preferable. The key advantages of the Heal skill is that it's a single skill that covers everything, and does so starting at 1st level.
Picking up the Heal skill allows you to stabilize people, give them long term care to restore their HP ...
RAW, the use of Lay on Hands is heal HP, or cure disease. The keyword in the phrase is "alternatively" (emphasis mine).
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.
The idea is that in combat, the process of using Lay on Hands only allows ...
Number 3. From page 163 of the PHB:
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice.
If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
There is nearly-zero return on investment in Heal
This answer is all about cost–benefit analysis. That is, how much good does Heal do you, compared to what costs you have to pay to get those benefits. For the most part, Heal costs skill points, which are not very valuable, but they are strictly limited and almost every character wishes they had ...
No, you're not missing anything. Wizards never had healing abilities in this edition*.
Lacking any more concrete designer reason for this, here's a text from the DMG (page 283)
... Wizards and Sorcerers don't typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric's turf.
Myopia is not a defined condition in D&D 3.5e: as a result, nothing in the rules causes it, and nothing in the rules fixes it. It just is not a part of the game. If you are playing by the rules, you are apparently playing in a game world where it simply does not exist. If you want to add it, you have to come up with rules for it yourself, and that ...
Yes, a D&D party can function just fine without a dedicated healer.
I've played D&D in various forms for the better part of two decades, from 2nd edition, to third, to a high variety of d20-sytem / OGL variants, and not once has the absence of a healer rendered a party unable to adventure. And this was in systems prior to 4th, which sped up the "...
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you.
(Player's Handbook p204)
In the case of Greater Invisibility, the caster is specified as an additional target to clarify that the caster is a valid target even when the ...
A little D&D history will help with the terminology.
In the Chainmail miniature wargame circa the early 70s, 1 hit killed 1 veteran warrior in man to man combat. A hero took 4 hits to kill, and a superhero 8 hits to kill.
With the initial 1974 release of Dungeons & Dragons this concept was expanded. One hit to kill became roughly 1d6 hit points. So ...