Healing Domain in FR? [Archive] - Wizards Community

Post/Author/DateTimePost
Nerhesi

05-24-07, 10:58 AM
I distinctly remember that not many Gods offered healing as a domain - when I was seeing how I could adapt a Radiant Servant of Pelor.

Or was it that no God's offered Sun + Healing?

Sam W.
Alediran

05-24-07, 11:03 AM
I distinctly remember that not many Gods offered healing as a domain - when I was seeing how I could adapt a Radiant Servant of Pelor.

Or was it that no God's offered Sun + Healing?

Sam W.

It's the most powerfull combination of domains to begin with. We DMs of the realms are fortunate that no usual god has both domains in their list.

The closest thing is Lathander with Sun and Renewal, he is also the sun god of the setting.
Dielzen

05-24-07, 12:41 PM
The Giant deity Iallanis has both domains (Sun+Healing)
Fabius Maximus

05-24-07, 01:05 PM
As of the list in the FRCS, the following gods have the healing domain:
Torm, Ilmater, Berronar Truesilver, and Sharindlar.

None of these obviously offer the Sun domain.

I might add that Lathander has his own PrC in the Player's Guide to Faerūn.
Dielzen

05-24-07, 02:20 PM
Also, the Healing Domain has no impact upon the RSoP PrC (unless you just want the bump to heals and to take the PrC).

The "Adaption" section makes adapting it pretty easy --

Adaptation: As mentioned in the introduction to the chapter, this prestige class doesn't have to be about Pelor. It works just as well with any god of the sun whose clerics often turn undead, and given the Sun domain's granted power, it'd be a strange sun-god that didn't want his clerics turning undead.
Zevox

05-24-07, 10:48 PM
It's the most powerfull combination of domains to begin with. We DMs of the realms are fortunate that no usual god has both domains in their list.
It is? *looks up the domains* ...how? Maybe against Undead (though I'd rather have the Glory domain than the Healing domain against them myself), but in general it seems like a pretty much typical strength domain combination.

Zevox
Alediran

05-26-07, 01:19 AM
It is? *looks up the domains* ...how? Maybe against Undead (though I'd rather have the Glory domain than the Healing domain against them myself), but in general it seems like a pretty much typical strength domain combination.

Zevox

At least for a PHB-only combo it is.
Zevox

05-27-07, 03:05 AM
At least for a PHB-only combo it is.
...still not seeing it. From a statistical point-of-view, I'd rather have things like the Magic domain (use magic items like a wizard - now theres a potent domain power), the Luck Domain (reroll 1/day and some nice domain spells), Travel Domain (Freedom of Movement power plus things like Fly and Teleport as divine spells), War domain (free weapon proficiency and focus)... well, actually, theres a lot of domains I think are better than those two. I'll grant that the Sun domain is nice, what with all the wizardly fire spells (and prismatic sphere at the end particularly) and the greater turning ability auto-destroying any undead you turn, but the healing domain seems pretty pointless for any cleric that channels positive energy (which in my experience is most of them when it comes to PCs). What makes them a good combination?

Zevox
Dielzen

05-27-07, 11:02 AM
opinions are like.....yea

Personally I find the Healing domain to be a waste of ink. +1hp/heal? I'd rather gain some unique ability to add to my versatility, like death touch/etc.
Alediran

05-27-07, 07:39 PM
...still not seeing it. From a statistical point-of-view, I'd rather have things like the Magic domain (use magic items like a wizard - now theres a potent domain power), the Luck Domain (reroll 1/day and some nice domain spells), Travel Domain (Freedom of Movement power plus things like Fly and Teleport as divine spells), War domain (free weapon proficiency and focus)... well, actually, theres a lot of domains I think are better than those two. I'll grant that the Sun domain is nice, what with all the wizardly fire spells (and prismatic sphere at the end particularly) and the greater turning ability auto-destroying any undead you turn, but the healing domain seems pretty pointless for any cleric that channels positive energy (which in my experience is most of them when it comes to PCs). What makes them a good combination?

Zevox

Say that to the last vampire I put on a game :D. The poor dead was beaten to second death by the huge amount of positive energy spells the cleric casted on him.
GothicDan

05-27-07, 07:42 PM
But those little +1's really were probably just overkill, then, or one extra spell cast at the end would have easily made up for them.
Zevox

05-27-07, 09:56 PM
Say that to the last vampire I put on a game :D. The poor dead was beaten to second death by the huge amount of positive energy spells the cleric casted on him.
Like Dan said. The Healing domain is just +1 CL on healing spells, which with most just means +1 hp. Big deal. On Heal itself its +10 hp, which is good I'll grant, but thats the only spell it makes any decent difference on. Its just not a powerful domain.

Zevox
Alediran

05-27-07, 10:20 PM
Like Dan said. The Healing domain is just +1 CL on healing spells, which with most just means +1 hp. Big deal. On Heal itself its +10 hp, which is good I'll grant, but thats the only spell it makes any decent difference on. Its just not a powerful domain.

Zevox

The power of the domain resides in the spells it grants, all of them in the cleric list, therefore they can be prepared in normal slots. The spells given are almost always one level below normal, that means you have more powerfull healing spells available before in time.
Dielzen

05-27-07, 10:32 PM
The power of the domain resides in the spells it grants, all of them in the cleric list, therefore they can be prepared in normal slots. The spells given are almost always one level below normal, that means you have more powerfull healing spells available before in time.

All spells in the Healing domain are granted at the exact same level they appear on the Cleric class list.

Also, if you get a cleric spell on your Domain list at a lower level than you can normally cast it, you do not get to cast it in your normal slots.

And, on a related tangent, I'll clarify that NONE of your domains spells may be cast with your "regular" spell slots, unless, of course, they're on your normal list.
Zevox

05-28-07, 11:41 PM
The power of the domain resides in the spells it grants, all of them in the cleric list, therefore they can be prepared in normal slots.
Aye, which makes them that much less useful - you could always prepare these spells in normal slots rather than domain ones anyway. Worse, if you're a good cleric or neutral and channel positive energy, you can convert any normal spell you prepare into one of the spells that domain grants at most levels, so its utterly redundant to prepare them in the domain slot to begin with.

The spells given are almost always one level below normal, that means you have more powerfull healing spells available before in time.
...have you looked at the domain recently? Not a one of those spells is below its normal level.

HEALING DOMAIN

Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
Spell Name Brief Description
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
Zevox