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Ok, so this is going to be a level by level breakdown of DawnForgedCasts Ultimate Healer build

video found here. I saw in the comments that several people wanted this kind of guide so here it
is.
It follows the videos build almost to the letter, but I changed some things to make the character
run more smoothly. I will note the changes with *** just to rule out any confusion.
The Build
Standard Array gives you:
STR 8 DEX 12 CON 13 INT 10 WIS 15 CHA 14
Choose the Half-Elf race to gain:
+2 CHA, +1 WIS, +1 CON.
Darkvision 120ft.
Immune to magical sleep effects.
Advantage on saves vs charmed.
Proficiency with Perception and Stealth.***
Choose the Acolyte background to gain:
Receive aid from those who share your faith.
Proficiency in Insight and Religion.
Start at level one as a Cleric to gain:
Proficiency with simple weapons, light armor, medium armor, and shields.
Proficient with History and Medicine.
Cleric Archetype: Life.
Proficiency with Heavy Armor
Disciple of Life: Healing spells of at least 1st level heal an additional 2 + spell level.
Equipment at 1st level:
As a first level cleric you want to take:
Mace ***
Scale Mail Armor
Light Crossbow and Bolts
Shield
Explorer's Pack
Equipment given by your Acolyte background
Cleric Cantrips:
Take the Sacred Flame, Guidance, and Spare the Dying cantrips at first level.

A Word on Cleric spells 1st level +:


As a life cleric you have specific spells always prepared, based on the level of spells you can
cast. As you level up using this guide, the cleric spells you will need to prepare yourself are
subject to your own fancy. But because this is an Ultimate Healer build, I recommend focusing
on preparing the following list of spells as you gain access to the appropriate spell levels.***
First level spells: Healing Word
Second level spells: Aid, Silence, Warding Bond
Third level spells: Animate Dead, Magic Circle, Mass Healing Word, Remove Curse, Spirit
Guardians
Why Silence, Magic Circle, or Spirit Guardians?
Like Andrew pointed out, control effects are just as good as Healing. Enemy casters in the area
of a Silence spell are useless until the move out of it, allowing melee party members the chance
to close in on them.
While situational to creature type, Magic Circle is a great control effect.
Spirit Guardians is also very good in that, if you find yourself in melee, you can pop this to
punish enemies that don't immediately run away from you, with Opportunity Attacks to those
that do.
What!?! Animate Dead as a Healer spell?
Yes, creating meatshields out of your fallen enemies to be targeted by future enemies reduces
the damage taken by your party members.
Anyway, time to level up. First, get to Cleric 4.
At cleric 2, you get your Channel Divinity Feature 1 per short or long rest. As a Healer, use
Preserve Life often. Turn Undead is lackluster and far too situational.
At cleric 3, you get nothing.
At cleric 4, you want to take the Inspiring Leader feat. Andrew explains how, as the Ultimate
Healer, this is very useful. Alternatively you could take the Healer feat to make Healers Kits
awesome.***
A Word on Warlock Spells as you Level Up:
As a warlock, you have a set number of spells known and only from 1 to 3 spell slots with which
to cast them; even when they refresh every short rest. Or do you? If you check out the
multiclassing rules in the PHB on page 164, you will see that, while your warlock spell slots
remain separate from your cleric ones, you can cast any spell you know with either set of slots.
For example, as you will see below once you reach your 9th level in warlock, your warlock spell
slots become 5th level slots. You cast any warlock spell you know as a 5th level spell, BUT you
can also use these 5th level slots to cast any of your 1st, 2nd, or 3rd level cleric spells for their
at higher level effects.
Vise versa, you can also use your 1st, 2nd, or 3rd level cleric spell slots to cast your warlock
spells of those same spell levels. This means unfortunately, that your 4th and 5th level warlock
spells must always use warlock spell levels. The good news is that you can cast Hex as long as

you have ANY spell slots available.


Warlock Spell Selection:
Just as with the cleric spells I mention above, the warlock spell selection found below are
suggestions only. Feel free to change them to suit your own play style. The spells I suggest are
based mostly on the philosophy that the best kind of Healing is not taking damage in the first
place. To that end I have selected spells based mostly on utility or battlefield control since
warlocks do not have access to restorative magics.
Next, take 6 levels of Undying Light Warlock.
At warlock 1, you gain the cantrips Light and Prestidigitation.
Choose Eldritch Blast and Minor Illusion as your basic warlock cantrips.
Choose Hex and Hellish Rebuke as your 1st level warlock spells.
At warlock 2, choose Agonizing Blast and Repelling Blast as your invocations. Add Unseen
Servant to your warlock spells known.
At warlock 3, choose Pact of the Tome. Gain the Dancing Lights, Message, and Thorn Whip
cantrips. Add the Hold Person spell to your warlock spells known and retrain Hellish Rebuke for
the Darkness spell.
At warlock 4, increase your Charisma by 2. Add the Friends cantrip. Add the Invisibility spell to
your warlock spells known.
At warlock 5, choose the Book of Ancient Secrets invocation, adding Find Familiar and Tenser's
Floating Disc as rituals to your spells known. Add Dispel Magic to your warlock spells known.
At warlock 6, gain your Undying Light feature and add the Major Image spell to your warlock
spells known.
You are now level 10. Take 2 more levels of Cleric to get to level 12. You are finished with
cleric levels.
At cleric 5, you get Destroy Undead as an upgrade to your Turn Undead channel divinity. Again,
situational as this will only be useful against CR undead.
At cleric 6, you gain a second use of Channel Divinity, and you gain your Blessed Healer
domain feature.
Lastly, you will take another 8 levels of Undying Light Warlock.
At warlock 7, you gain the Beguiling Influence or Fiendish Vigor*** invocation, which ever one
you think is better. Add the Banishment spell to your list of warlock spells known.
At warlock 8, increase your Charisma score by 2 (20). Add the Fly spell to your list of warlock
spells known.
At warlock 9, Take the Devils Sight invocation. Add the Hold Monster spell to your list of
warlock spells known.
At warlock 10, gain your next Undying Light feature. Add the Mage Hand cantrip to your list of
cantrips known.
At warlock 11, you gain the Mystic Arcanum feature (6th level spell). I suggest you choose
either the Conjure Fey*** spell or the Create Undead*** spell. Like I said before, Meatshields

are analogous to healing when they take damage instead of the party. Add the Dimension Door
spell to your list of warlock spells known.
At warlock 12, increase your Wisdom score by 2. Take the Sculptor of Flesh invocation.
At warlock 13, you gain the Mystic Arcanum feature (7th level spell). I suggest you choose the
Plane Shift*** spell. Add the Fear spell to your list of warlock spells known.
At warlock 14, you gain your last Undying Light feature. Make it rain healing with those 15d6.
Combo this feature with Beacon of Hope to maximize the heals.
You are now a level 20 character. Congratulations.
A note on high level equipment:
In the video, Andrew talks over his equipment selection briefly. This is really just a wish list, but
it basically breaks down like this:
Magic Item Wishlist
+3 Breastplate***
+3 Shield
+3 Rod of the Pact Keeper
Ioun Stone of Insight
Rod of Resurrection***
Tome of Leadership
Various Potions of Healing
Various Divine or Arcane Spell Scrolls
Endnote:
After having spent near 8 hours theorycrafting this build, I have to say, I like it alot.
At the peak of this builds performance you are hitting targets with Eldritch Blast 4 times per
casting with a +15 to hit, dealing 1d10+6 force damage+10ft knockback. Your Sacred Flame
deals 4d8+6 radiant damage with a DC 19 dex save.
Your Cha Spell DC is 23, Your Wis Spell DC is 19.
Your AC is 23. You have 149 HP (using Andrews method of max hp for first 3 levels, then take
the average).
You have cantrips for days, invocations, spells, and healing abilities coming out the wazoo!

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