Help building a Teleport Healer

Post/Author/DateTimePost
#1

Kron-Karn

Jul 15, 2015 14:38:04

Iv been playing around with the idea of a teleport healer. Some one who can pop around Battle field to support the other party members and hold his own in melee.

Here are some components of the build Iv come up with.
Life Cleric: Disciple of life, Preserve Life, Blessed Healer, Divine Strike, Supreme Healing, Cure Wounds, Healing Word, Prayer of Healing, Lesser Restoration, Mass Healing Word, Revivify, Greater Restoration, Mass Cure Wounds, Raise Dead, Heal, Resurrection.
Vengeance Paladin: 2 Att, Divine Smite, lay on Hands, Cure Wounds, Healing Word, Misty step, Revivify, Aura of Vitality, Aura of Life, Raise Dead.
Wizard: Misty Step, Mirror Image, Arcane Ward.
Warlock: Misty Step, Mirror Image, misty escape, Thirsting Blade.
Fighter: Action Surge and Con Proficiency.

And here are some combination using the above components.
Wa 4/p 6/c 10
Wa 8/c12
Wz 3/c 17
P 12/c 8
F 2/p 6/c 12
P 20
I'm having the most trouble with balancing his melee ability wile still keeping his healing relevant at high lvs.

This character will be played lvs 1-20 so it is important that he scales well. We are using the average array of stats so 15, 14, 13, 12, 10, 8. When muliclassing I am particular towards the human variant for its extra feat to make up for lost asi's. So with the +1,+1 stat boost it makes most scence that our stat block becomes 16, 14, 14, 12, 10, 8.

Any and all comments or suggestions on the matter are more than appreciated.

#2

Mazzy

Jul 15, 2015 16:15:34

Sorry, my previous post was kind of dumb, so I deleted it.

 

First, I should clear up a few things you might not realize about 5e:

 

1) Most healing spells are ranged. There are 6 in combat healing spells in the game: Cure Wounds, Healing Word, Mass Healing Word, Mass Cure Wounds, Heal, and Mass Heal. Of those, Cure Wounds is the only one that is touch ranged, and isn't really intended for combat (that is healing word's role). So teleporting does not really help a healer unless he uses the Healer feat for most of his healing rather than spells. 

 

2) Spellcasting classes add together to determine spells. Wizard 4/Cleric3 will not have two different collections of spell slots. They will have the spell slots of a 7th level caster, but only be able to use their third and fourth level slots for 2nd level cleric and wizard spells. Jumping in lots of classes that have misty step wil not give you lots of misty steps.

 

3) Spell slots are not divided by class, they can be used for any spells you know from any class. You don't need to be a vengeance paladin if another class is giving you misty step already. You can use your life cleric spell slots for misty step as long as you have misty step from any class.

 

The only exception here is warlock who progress in their own progression system but even they can use warlock slots for any spells of other classes and vice versa.

 

So honestly a straight life cleric who just uses ranged heals is probably the best way to go and does not get anything out of teleporting. If you really want a mobile healer, then go rogue for cunning action and take the healer feat.

#3

Ravenmore1

Jul 15, 2015 18:45:01

The only thing I could think of to get around the spells from two different classes is some combination of shadow monk and cleric....you can teleport 60ft if in dim light or darkness as a bonuse action and then heal who ever you need to...just jump into their shadow or in the shadowy corner...might be a little MAD with dex. and wis and whatever else you wanted to focus on.  Hope this helps a little

 

#4

Danny_Montanny

Jul 16, 2015 15:25:14

The biggest problem is that any teleport is usually a spell. You can't cast 2 spells (not cantrips) during your turn. So even if you Misty Step, you can't Cure Wounds that same turn. Apart from the Shadow Monk (which isn't really that MAD with a Life Cleric) mentioned above, you're not going to be able to teleport and cast a one action cast spell.

#5

Kron-Karn

Jul 16, 2015 20:18:21

It won't let me quote comments so I will answer in order of post
I'm well aware of how multiclasd spellcasting works. The double double or triple up on spells only ocured because I was trying to gain other features of that class.
Ya one of the massive improvement they made in 5e was the addition of ranged healing spells. This character concept came about when I came across an old pathfinder character sheet in which I played an half elf, inquisitor/ travel claric. His dimensional hop ability was so awsome that I wanted to try and duplicate it in this new system.
I was wondering about your first post. Weather you could infact "disolve" the warlocks pact magic spell slots using sorcerers meta magic. In which case a warlock/ sorcerer/ paladin would of been a great build that would of solved my MAD issue. (Also it would have made the warlock/sorcerer blaster so much more awsome than it already is)

#6

Kron-Karn

Jul 16, 2015 20:28:10
I find the shadow step ability a touch situational. My dm would not let me use a creatures shadow to do so. I'm not huge on the idea of casting darkness to create a spot I could teleport in to cause as its been pointed out its already gonna take me a turn to cast misty step then the next turn I can cure. Which brings me to my next point. I was looking to maybe Utilize either fighters action surge or sorcerers quicken or both to cast 2 spells in the same turn.
#7

Kron-Karn

Jul 16, 2015 20:33:22
This build may not be viable within the new rules. Possibly put this one in the bank for a one off game to test it out before committing it to a campaign. I'm still open to hear more possibilities on the subject though