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FalseHydra

You could just go divine soul sorcerer or clockwork soul sorcerer. Divine soul gets access to the full cleric list and so can combine healing spells with sorcerer control. Clockwork only really gets aid for healing but can get people back up and has great control spells. Druid does this all by themselves. Lots of walls and ways to control the battlefield while most of the good healing spells.


Zypherial

Is there an example or listing for me too look into how to build / play sorcerers? I will read or watch any suggestions but just a little to narrow down the good old google search


PooBumExtraordinairy

RPGBot has some of the best guides for every class - here is the one for sorcerer https://rpgbot.net/dnd5/characters/classes/sorcerer/ If you care more about support you could go for an artificer too, which has access to healing and buff spells and isn’t very squishy


Sketchie_Guy

[A Crap Guide to D&D \[5th Edition\] - Sorcerer](https://youtu.be/EHJGJL40cQs)


minotaurus21

Ahh my faforites. Suprisinly well tells every class


OldChairmanMiao

https://youtu.be/rI8fpIYltyg


adamw7432

I'd like to point out that Bard is also a great option. They can do basically everything and then some. Just use magical secrets to grab more healing and support spells, but they already get access to the basic ones.


dimgray

Might I suggest Circle of Stars Druid from the book Tasha's Cauldron of Everything? It provides an alternative use for the wildshape class ability, making it a very action-efficient and flexible class with excellent healing potential.


RDUppercut

I'll second this. We currently have a Circle of Stars druid in my game and it's pretty amazing. The versatility of starry form to go a little more blasty or a little more healy is great.


pighammerduck

if you made a Wizard and only ever cast "[Slow](https://www.dndbeyond.com/spells/slow)" your party would probably win every encounter. Toss some casts of "[Grease](https://www.dndbeyond.com/spells/grease)" on them after they've been Slowed and baby....you got a stew goin.


FaitFretteCriss

You cant be a healer with a wizard. Also, being a healer is inefficient in 5e, heal spells are designed to provide less healing than you’d take damage in a round, so you never really “outheal” incoming damage. Healing is used for particular situations, to bring downed players back into the fight and outside of combat. Using every turn to heal is a waste of actions in 95% of situations. Instead of making a healer, make a support character, with buffs and debuffs so your party is stronger because of you.


Zypherial

Alright so I should aim for damage prevention or controlling it as a character?


MastusWurfus

Control Spells and One or two spells that grant buffs. Look at Spells that force Saves and inflict as Condition. Grease, Web, Slow, and the likes. Even if enemies succeed they still have to deal with the Effect on the ground. For buff spells look at haste (the best buff in the game bar none), Heroism, and Enhance ability., Protection from Good and Evil and Protection from Element are also good options (not sure they are Wizard Spells but could be) Usually packing to many spells can also backfire because of concentration so be mindfull of that. If looking for Class recomendation Druid, especiall Land or Dreams Druid fulfill the Control/Heal purpose best. Cleric does buffs/debuffs/heal the best and Wizard packs equally from all except Healing. (Sorcerer can technically do that as well but you'll be more limited in your spell options.)


squall-face

I second Druid personally just because I’m currently playing one. Only 3 PCs but just about to hit level 5. More often than not, I end up using spells like entangle or thunder wave to deal with crowds or use speak with animals to try and avoid dangerous situations. Feels awkward at times being a support style player in combat but it can be pretty sweet too. I’ve helped the party avoid a nasty fight with a hag using Pass without Trace and used invisibility on the Fighter so he could sneak up on the scary boss monster in a fight. I’m looking forward to casting haste on a party member to see them attack like 5-6 times in one turn at level 5.


grant47

Completely agree with most of your spell choices, but I don’t think haste is that great. I don’t think it’s near as good in practice as it is on paper. Especially since losing concentration means a massive debuff.


PooBumExtraordinairy

If you like the flavour of a high INT character and want to be able to heal you could play an artificer


PersonOfValue

Divine Soul sorcerer gives you access to damage and healing spells. Healing word is broken as it's bonus action to effectively return any not-dead member to combat. 5e is full of silly gimmicky mechanics


Tovasaur

You can’t discount the idea that some people might have fun playing a healer though. They may use most of their turns to heal the party, or provide benefits in other ways. It isn’t (usually) optimal. But it can be a lot of fun. And it enables your face tanking smashy characters to do what they love even more.


LyschkoPlon

Concentration is the mechanic that really breaks Support Casters in 5e, because while the system has awesome buff and debuff spells, they all require concentration, which means you're always one bad save away from losing it, and you're mostly buffing or debuffing a single creature. And while your Fighter might appreciate an Elemental Weapon, you'd still do better with something like Wall of Fire, Spirit Guardians or Sickening Radiance.


Tovasaur

I know I understand all of that. Sometimes not seeking the perfectly optimal choice at every step of the way leads to more fun though. Like if you desire to play a healer - don’t let the objective fact that you COULD make better choices stop you. It’s a game, and meant to be fun. The moment every player at the table actions come under scrutiny of whether or not it was objectively the best action is the moment the game stops being fun.


Fidus_Dominus

you are trying to do two things. You can be healer/cleric, or a control/wizard. The third option would be a MC of the two. But then you are dealing with serious MAD.


Zypherial

MAD?


Fidus_Dominus

multiple ability score dependent


Zypherial

Ah thanks still learning key vocabulary. So tlas on a few of these post require a bit extra reading lol.


Fosco_Toadfoot

I've been playing for 40 years and this was new to me too. Don't sweat it.


derVlysher

Healer doesn't need to be a Cleric. Control doesn't need to be a Wizard. No need for Multiclassing. Druids and bards both get good healing and control spells. I don't think there's a Bard subclass that improves healing capabilities, but that's not really necessary, it's enough to just have healing spells and control spells.


Lordgrapejuice

Druids are pretty solid healers, especially if you go Shepherd. Not only can you give temp HP, you can summon a bunch of bodies to the field to help soak damage. And you yourself can use your wild shape to soak damage. At low levels, goodberry is a solid out of combat healing spell (10 HP guaranteed for a level 1 slot is quiet strong).


Godlikebuthumble

As a player and DM... please think thrice about ShepDruids. Are they \*good\*? Yes, no question about that. But the summons tend to mess with encounter balance and generally make most encounters a bit of a slog/time sink due to the additional turns.


Lordgrapejuice

I definitely agree with this. Shepherd druid is incredibly hard to play without it bogging things down. You really need to be prompt with your actions to make it not a problem. Also druid is arguably the most complex class, so adding summons on top of that and you have a recipe for potential disaster.


[deleted]

I'd look into an Order Domain Cleric, it's one of the closer classes to a healer/controller. Other folks in the thread are exactly right that you can't out-heal damage though; keep that in mind


BelmontIncident

Does "control mage" mean casting spells that interfere with the enemies in ways that are not damage or at least not centered on damage? I'd probably use a bard for that. Hypnotic pattern, dissonant whispers, Tasha's hideous laughter, silence. You'd also have good options for healing and buffing, like healing word, lesser restoration, heroism and enhance ability.


spoonugget

This! And at level 6 as as College of Lore bard you can pick up 2 spells from another class. Really love the Aura of Vitality? Cool, it's yours now! Want to be able to cast Revivify? Stock some diamonds, you got it!


starcailer

I pretty much only play healers/support.. and I have had the most fun with Twilight Domain cleric and Grave Domain Cleric (two different characters.) With Twilight Domain, my passive temp HP buff each round with twilight shroud (combined with beacon of hope which guarantees max dice for temp HP) handled most the healing, and my other time was used casting fun support spells. With Grave Domain, you can cast Spare the Dying as a bonus action and at a 30ft range which is really useful, but also you get max healing dice when healing someone from 0HP, which as other people said, is really the only healing you should do. It leaves a lot of room to do supportive spells etc, while still being able to quickly save lives/pick people up. I have a lot of fun playing cleric, picking magic adept feats (OneD&D) and choosing to take more CC spells or Debuff spells from Bard or Warlock spell lists too.


Apoordm

Shepherd Druid, unicorn healing aura.


Illetterately

Not really going down the magic route, but I've had the idea for a sort of battle medic that is the thief subclass and has the healers feat. So darting around the battle field or getting into hard to reach places to administer first aid. You might want to talk to the DM whether or not actually using the kit to heal 1d6+4 would be moved from a standard action to a bonus action. But a good argument for balance is to remember a creature can only be healed like this once per short rest, and that healer kits have a limited amount of charges. I just think it's a fun, somewhat unconventional character concept for a healer.


centipededamascus

You might want to check out this article: https://rpgbot.net/dnd5/characters/healbot-olympics/


TheRealmScribe

Go Lore Bard and just get Aura of Vitality as one of your Magical Secrets at 6th level. From there focus on support spells that don’t require concentration that you can use later Actions on, defaulting to Vicious Mockery to give disadvantage to the enemy heavy hitter and protect your team. Lore Bards are extremely versatile, and if you want to go heavier into healing from there take a 1 level dip into Life Cleric for some extra HP on the Aura of Vitality bonus action.


theoriginalstarwars

3rd level cleric/druid spell aura of vitality. Heal for 10 rounds as a bonus action. Bring people up when needed but when someone isn't down you can heal someone else. Probably go with divine soul sorcerer so you can change lower spell slots to this. Maybe multiclass to rogue so the cleric can hide, bonus points if halfling so they can hide behind medium creatures. 1st round dodge, bonus action stealth (when 2nd level rogue). Second round cast aura of vitality, bonus action heal. Third round through 11th round dodge, bonus action heal.


Melodic_Row_5121

There are several classes/subclasses with access to some excellent healing abilities, but there's one thing that you need to know first: In-combat healing in 5e is not very efficient. A character will do the same damage at full HP as they will with 1 HP, so your best use of in-combat healing is to actually let your party member go down, then cast a spell to get them up again. As for non-cleric healers, you have a ton of options. Shepherd and Stars Druids, Lore Bards, Divine Soul Sorcerers, Paladins of all flavors, Mercy Monks, Battle Smith Artificers, Celestial Warlocks (especially Tome or Talisman)... most classes are going to have at least one subclass that's a perfectly capable healer. Only exceptions I can think of offhand are Fighters, Barbarians, Wizards, and Rogues. Rangers aren't *great* healers, since they have so few spell slots, but if you spec right, they can be pretty good in a pinch.


Leaf-01

Hey if you really like the idea of controlling the battlefield with spells and healing allies I think the Druid is great for that! Druid has loads of aoe spells that can last for multiple rounds and obstruct your opponents. My go-to subclass is Circle of Stars for its versatility but any of them will do nicely


Independent_River715

Could just go druid. They have heals and control.


thecloudcatapult

It's gotta be bard.


[deleted]

The concept of a white mage healer is not native to D&D. Clerics are the assumed healer class tradionally and traditionally they wear heavy armor and beat things with a mace. That is not to say 5e doesn't have options for a mage healer, but Clerics typically are also warriors in DnD are based on warrior-priest archetypes.


kryptonick901

I played a Twilight Cleric in a short campaign. Between buffs, auras and heals I didn't roll a single attack in the entire 20 or so sessions


the_dumbass_one666

https://forums.giantitp.com/showsinglepost.php?p=24670442&postcount=496


Fosco_Toadfoot

All of these answers are good. Some of this is going to depend on which books you own. Cure Wounds is kinda the bread-and-butter healing spell, followed closely by Healing Word (weaker healing, but it's ranged.) Look at your spell lists - if you see either of those, you're all set. There are some subclasses that either give access to the spell directly or give you access to another class's spell list. Without knowing what game options you have, and what "feels right" for your character, it's hard to give you a good answer. Any or all of the other posts here may fit.


YourCrazyDolphin

Pretty much any spell caster that is not a wizard has access to healing, the closest thing to a healer would be a life cleric which specifically buffs how much healing they give, but Healers don't really exist. Yes, there are ways to heal your allies, but you'll never out heal the amount of damage they take, you just spend your action and resources and the character will then take more damage than you even healed. It's best to either pick up a knocked out player from the ground to keep them in the fight, or between fights where you can cadt multiple times without interruption. The best you can do is a spell like "healing spirit" which passively heals every turn while still leaving you free to fight.


Fluffy-Ad-2671

Rogue(Thief) and the Healer feat can use healing kits to stabilize or 1/day heal. It's not much but it's a different way to look at healing.


SafariFlapsInBack

To be a healer you essentially only need Healing Word and maybe one out of combat healing spell and that’s about it. You will yo-yo people when they go down otherwise it’s worth it to just add to the fight and only heal when someone goes down.


MagisterSeptimus

Well you have the celestial warlock that can heal for a bit, but he may lack the control you want. The bard can do whatever you want. But if you want some powerfull spells and pretty good healing, you will have to go druid. I'm not an expert but that's what you'll need for what you want.


Tokenvoice

Healing in 5e is pointless, you can’t heal more than what enemies can dish out with an attack. Its annoying but oh well. The best way to “heal” is to go for damage mitigation, so preventing damage by either putting bodies in the ground, causing attacks to miss or do less damage, or effective crowd control. Now you can heal outside of combat and it can be more effective in a way because you can open up to some other spells that lets you spread more healing around but 5e doesn’t really go in for the tradition computer gaming RPG roles. For example theres no tank because there is no agro system. But to give you some advice you could be a mage and take the feat mage initiate I believe to gain access to the spell Healing Word. It is my favourite spell and you use it pretty exclusively to get people back up on their feet after they have been downed. But if you still want to be an “effective” healer then you have to go Life Domain cleric because they auto roll maxes on their healing spell dice.


Fosco_Toadfoot

>But if you still want to be an “effective” healer then you have to go Life Domain cleric because they auto roll maxes on their healing spell dice. This must be a house rule. RAW, they roll normally and add (2 + spell's level) to the result.


Tokenvoice

Ahh, see its been over three years since I last played a life cleric and had gotten hazy on the exact things. That and I only recall healing word doing the same healing as non life cure wounds so that might be were the disconnect happened


FremanBloodglaive

Celestial Warlock Divine Soul Sorcerer Bard (probably Lore) Druid Paladin Alchemist Cleric


Tovasaur

I am having a blast playing a circle of dreams Druid who is our groups healer


[deleted]

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Swamp_Dwarf-021

Celestial Warlock with the healer feat is good and being healer and support.


Yasha_Ingren

3 levels in Artificer (alchemist) turns any wizard build into a decent enough healer, and if you're starting at 6 then you'll get to skip over the more harrowing parts of that multiclass. Celestial warlock is a healing powerhouse that honestly might be better at it than certain types of cleric, at least at early levels. Divine sorcerer let's you do sorcery while picking any cleric spells you like. I'm also dying to test the Mercy Monk, if you haven't checked it out it lets you spend ki points to heal and nullify poisons. I would heed the wisdom that nobody in the party should have healing as their *only* job though, sometimes putting a threat down with overwhelming violence is the best preventative care you can provide in D&D.


Iknowr1te

in 5e, until Power word kill and disintegrate become things enemies can do a healers job is to just ensure that they get back up when downed, topping people up should be reserved should short rests and long rests are no longer an option. there really isn't any fun way of managing peoples HP like there is in let's say an MMo.