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DnD 5e - The Healbot Olympics

Last Updated: February 25th, 2021

TEMPORARY NOTE: RPGBOT is undergoing a massive update for DnD 5e content to accommodate rules changes and new content introduced by Tasha's Cauldron of Everything. Please be patient while these changes are made. I maintain this site as a hobby, and I got access to the book on the same day as everyone else and I am rushing to catch up as quickly as I can. Please check "Last Updated" date below the title of each page. If it was updated before November 17th, it has not been updated to include the new content. To see what I still need to complete to catch up with Tasha's, see my To-Do List. To watch for ongoing updates, please follow me on Twitter.

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances.
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

Introduction

A Patreon supporter challenged me to write an article comparing the available classes based on their ability to heal their party. Specifically, which class makes the best "Healbot".

You might reasonably ask "What is a Healbot?" Well, the answer is pretty simple: A "Healbot" is a character whose primary function is to provide hit point restoration ("healing") for the rest of the party. Historically, this role has been considered on of the primary functions of clerics, a tragic stereotype that clerics have been railing against since at least 2nd edition AD&D.

In this competition (for lack of a better word) we'll be examining available classes and subclasses to assess them for their ability to heal their party members in order to judge which class makes the best Healbot. This is not an assessment of each builds general viability or effectiveness: solely their ability to restore hit points to other characters.

Rules

Builds examined this competition will abide by the following rules:

  1. No Healer Feat: Each class is assumed to have the same access to feats. Healer provides a healing option that restores hit points, but if every class can get it, it doesn't differentiate any one build from another.
  2. No Multiclassing: Each build will be a single class. While multiclassing could absolutely produce a better Healbot, multiclassing is beyond the scope of this competition.
  3. No Magic Items: Magic items will not be considered unless they are granted by a class feature.
  4. Self-Harm is Penalized: Any hit point damage dealt to the competitor or a member of their party shall be subtracted from their final score.
  5. Official Rules Rulings: Errata, Sage Advice, including tweets from Jeremy Crawford are considered official rulings on any rules matters. Any errata which changes the affects of spells or abilities applies.
  6. Adventuring Day Rules Apply: In order to balance classes which recharge on Short Rests against those which recharge on Long Rests, the "Adventuring Day" rules apply: Players will benefit from 2 Short Rest between each Long Rest.
  7. 4-Character Parties: For the purposes of spells which heal multiple creatures, the party will be assumed to include the competitor and three allies.
  8. Dice Are Averaged: All dice shall use their average values.
  9. No Unearthed Arcana: I still don't cover Unearthed Arcana, so UA options are off-limits.
  10. Recipients Can Always Be Healed: For simplicity, it is assumed that recipients of healing can always recieve healing, and competitors do not need to worry about healing being wasted by going over the targets' hit point maximums.
  11. Heal up to Half Counts as 3/4 Points: Effects which can raise a creature to "no more than half of its hit point maximum" shall count only as 3/4 of their full hit point restoration value. This is a compromise between the idea that they're still valid hit points, but also that the cap makes that healing less readily useful than other sources of healing.
  12. Attacks Always Hit: Where applicable, any attack made is assumed to hit its target.
  13. Ability Score Increases go 16 -> 18 -> 20: All competitors will start with a score of 16 in their spellcasting ability, and their score will increase by 2 at 4th and 8th level.
  14. Tied Scores are Shared: Competitors with the same score will share the same ranking.
  15. Full Healing is Worth 440: A 20th-level hill dwarf barbarian with 24 Constitution and the Tough feat has a maximum possible hit point maximum of 440 hit points. That seems to be the highest number of hit points achievable without magic items, so we'll consider that the value for Power Word Heal, Wish (per target), and any other effect which restores a creature to maximum hit points.
  16. Optional Class Features: All optional class features are allowed. This adds some new healing spells to several class's spell lists.
  17. Aura of Life: Aura of Life could, in theory, restore up to 300 hp total given the other established rules, but that depicts an unlikely scenario so Aura of Life will be disregarded entirely.

Scoring

Scoring will be assessed on a group of competition categories:

  1. One-Round Healing (Singles): The maximum amount of hit points that the competitor can restore to a single allied creature (not the competitor) in a single round, starting at the beginning of the competitor's turn and ending at the beginning of their next turn. Hit points restored to the competitor do not count.
  2. One-Round Healing (Party): Same as singles, but the total amount of healing granted to the competitor's party (including the competitor) will be totaled.

More categories may be added in the future.

In addition, scoring will be performed based on results over the course of the competition running from levels 1 through 20:

  1. Best In Category: Scoring in the top three in one of the above competition categories shall award each competitor points (3 for 1st, 2 for 2nd, 1 for 3rd). Highest score is declared "Best In Category" for that category.
  2. Best Overall: Scoring in the top three in the per-level categories shall award each competitor points (3 for 1st, 2 for 2nd, 1 for 3rd). Highest score wins. Winner claims the coveted title of "Best Healbot".

Competitors

Artificer (Alchemist)

A relative newcomer to DnD 5e, the Artificer is the first full class published outside of the Player's Handbook. While the Artificer only enjoys 2/3 spellcasting, they get access to crucial healing options like Cure Wounds and their Infuse Items ability allows them to produce magic items to supplement their built-in capabilities. The Alchemist subclass adds Experimental Elixir and Alchemical Savant, both of which add additional healing output.

Bard (College of Lore)

Bards are an unusual choice for a healer, but in a small party they can be a good go-to option because their spell lits shares elements with both the Cleric and the Wizard, allowing them to fill their party's spellcasting needs with one spellcaster. While their healing options aren't as good as the Cleric's, College of Lore offers access to spells outside of the Bard's spell list which may make up the difference.

Cleric (Life Domain)

So iconic that it's in the SRD, the Life Domain Cleric is the iconic healbot, and they're favored to win across the board. With the best healing spells in the game, and subclass features like Disciple of Life and Channel Divinity: Preserve Life. However, Preserve Life hits the "Heal up to Half" to limitation, which may make a difference in competition.

Druid (Circle of Dreams)

While their healing spells aren't as numerous as the Cleric's the Druid does enjoy nearly-exclusive access to Healing Spirit, Goodberry, and some other useful spells. Circle of Dreams offers Balm of the Summer Court, which grants a pool of dice which the Druid can use to heal their allies.

Druid (Circle of the Shepherd)

The Druid's Circle of the Shepherd offers Spirit Totem (Unicorn Spirit), a temporary buff which adds a massive spike of additional healing on top of the Druid's spells for a short duration. This huge numerical buff may enough to put them high in the rankings in parts of the competition.

Monk (Way of Mercy) (Not competing)

Hand of Healing offers the Way of Mercy Monk a minor healing option. This allows starts at 2d4+6 per turn at level 3, than maxes out at 2d10+10 at high level. That's not enough to exceed the Paladin's Lay on Hands, so the Way of Mercy Monk has been omitted from the competition.

Paladin (Any)

While their healing spells are limited, paladins have unique access to Lay on Hands, a pool of healing which they can provide on a moments notice, allowing for big bursts of reliably healing. However, it's not clear if Lay on Hands will be enough to compete with heavy hitters like the Cleric and the Druid.

Ranger (Any) (Not competing)

Rangers can cast Cure Wounds and Healing Spirit, but that just makes them a worse version of the Druid for the purposes of this competition. They're here as an honorable mention and nothing else.

Sorcerer (Divine Soul)

The Sorcerer's Divine Soul subclass grants the Sorcerer access to both the Sorcerer's spell list and the Cleric's spell list, giving them access to the largest spell list in the game, including all of the Cleric's powerful healing options. On top of that, Font of Magic and Metamagic allow the Sorcerer to manipulate their spells to maximum effect, offering a totally unique spellcasting options. Subclass features like Empowered Healing and Unearthly Recovery add additional options for hit point restoration.

Warlock (The Celestial)

The Warlock normally has no built-in healing abilities beyond Vampiric Touch, but The Celestial offers access to some healing options including Cure Wounds and Healing Light.

Competition

Everything below takes the form of a table, but if that's no fun you can imagine a bunch of adventurers dilligently taking 8-hour naps, leaping up to frantically cast a bunch of spells, then lying back down for another 8-hour nap.

Competition: One-Round Healing (Singles)

"Singles" is a weird competition, but it's also the easiest to understand. Competitors have one round to do as much healing as they can to one creature. This isn't a great indication of a character's effectiveness as a healer in a real game because in most cases you won't go from a full rest to immediately needing to pour everything you can muster into healing one party member.

Singles Level 1
Competitor Notes Score
Artificer (Alchemist) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Bard (Lore) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Cleric (Life) Cure Wounds with Disciple of Life: 1d8+3+3 (avg. 10.5). 10.5
Druid (Dreams) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Druid (Shepherd) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Paladin (Any) Lay on Hands. 5
Sorcerer (Divine) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Warlock (Celestial) Cure Wounds and Healing Light (2 dice): 1d8+3+2d6 (avg. 14.5). 14.5
Gold: Warlock (Celestial)
Silver: Cleric (Life)
Bronze: Artificer (Alchemist), Bard (Any), Druid (Dreams), Druid (Shepherd), Sorcerer (Divine)

At first level, the winner is whoever can exceed a standard Cure Light Wounds. Since so few classes get their subclass at first level, that puts the Warlock and the Cleric out front.

Singles Level 2
Competitor Notes Score
Artificer (Alchemist) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Bard (Lore) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Cleric (Life) Preserve Life plus Healing Word with Disciple of Life 1d4+3+3 (2.5+3+3 + 7.5 (10 * 3/4 with Heal to Half rule) = 16). 16
Druid (Dreams) Cure Wounds and Balm of the Summer Court: 1d8+3+1d6 (avg. 4.5+3+3.5=11). 11
Druid (Shepherd) Cure Wounds and Spirit Totem (Unicorn Spirit): 1d8+3+2 (avg. 9.5). 9.5
Paladin (Any) Lay on Hands. 10
Sorcerer (Divine) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Warlock (Celestial) Cure Wounds and Healing Light (3 dice): 1d8+3+3d6 (avg. 18). 18
Gold: Warlock (Celestial)
Silver: Cleric (Life)
Bronze: Druid (Dreams)

As druid subclasses come online, the Circle of Dreams Druid knocks most of the other competitors out of the running for the rest of the competition.

Singles Level 3
Competitor Notes Score
Artificer (Alchemist) Healing Word 1d4+3 (avg. 5.5) and Experimental Elixir 2d4+3 (avg. 8). 13.5
Bard (Lore) 2nd-level Cure Wounds: 2d8+3 (avg. 12). 12
Cleric (Life) Preserve Life plus 2nd-level Healing Word with Disciple of Life 2d4+3+3 (5+3+3 + 11.25 (15 * 3/4 with Heal to Half rule) = 19.25). 19.25
Druid (Dreams) 2nd-level Cure Wounds and Balm of the Summer Court: 2d8+3+2d6 (avg. 9+3+7=19). 19
Druid (Shepherd) 2nd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 2d8+3+3 (avg. 15). 15
Paladin (Any) Lay on Hands. 15
Sorcerer (Divine) 2nd-level Cure Wounds: 2d8+3 (avg. 12). 12
Warlock (Celestial) 2nd-level Cure Wounds and Healing Light (3 dice; capped at the Warlock's Charisma modifier for one usage): 2d8+3+3d6 (avg. 22.5). 22.5
Gold: Warlock (Celestial)
Silver: Cleric (Life)
Bronze: Druid (Dreams)

The Alchemist gains access to Experimental Elixir at this level, providing very sligthly more healing than Cure Wounds while also allowing the Alchemist to cast Healing Word in the same turn. While this is a big jump for the Alchemist, it's still not enough for them to place.

Singles Level 4
Competitor Notes Score
Artificer (Alchemist) Healing Word 1d4+4 (avg. 6.5) and Experimental Elixir 2d4+4 (avg. 9). 15.5
Bard (Lore) 2nd-level Cure Wounds: 2d8+4 (avg. 13). 13
Cleric (Life) Preserve Life plus 2nd-level Healing Word with Disciple of Life 2d4+4+4 (5+4+4 + 15 (20 * 3/4 with Heal to Half rule) = 28). 28
Druid (Dreams) 3rd-level Cure Wounds and Balm of the Summer Court: 2d8+4+2d6 (avg. 9+4+7=20). 20
Druid (Shepherd) 2nd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 2d8+4+4 (avg. 17). 17
Paladin (Any) Lay on Hands. 20
Sorcerer (Divine) 2nd-level Cure Wounds: 2d8+4 (avg. 13). 13
Warlock (Celestial) 2nd-level Cure Wounds and Healing Light (4 dice; capped at the Warlock's Charisma modifier for one usage): 2d8+4+4d6 (avg. 27). 27
Gold: Cleric (Life)
Silver: Warlock (Celestial)
Bronze: Druid (Dreams), Paladin (Any)

Ability Score Increases!

Singles Level 5
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 3rd-level Cure Wounds: 3d8+4 (avg. 17.5). 17.5
Cleric (Life) Preserve Life plus 3rd-level Healing Word with Disciple of Life 3d4+4+5 (7.5+4+5 + 18.75 (25 * 3/4 with Heal to Half rule) = 35.25). 35.25
Druid (Dreams) 3rd-level Cure Wounds and Balm of the Summer Court: 3d8+4+2d6 (avg. 13.5+4+7=24.5). 24.5
Druid (Shepherd) 3rd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+4+5 (avg. 22.5). 22.5
Paladin (Any) Lay on Hands. 25
Sorcerer (Divine) 3rd-level Cure Wounds: 3d8+4 (avg. 17.5). 17.5
Warlock (Celestial) 3rd-level Cure Wounds and Healing Light (4 dice): 3d8+4+4d6 (avg. 31.5). 31.5
Gold: Cleric (Life)
Silver: Warlock (Celestial)
Bronze: Paladin (Any)

3rd-level spells are great, but the Paladin's steady linear improvement manages to sneak them past the Circle of Dreams Druid, and they hold 3rd place for a surprisingly long time.

Singles Level 6
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 3rd-level Cure Wounds: 3d8+4 (avg. 17.5). 17.5
Cleric (Life) Preserve Life plus 3rd-level Healing Word with Disciple of Life 3d4+4+5 (7.5+4+5 + 22.5 (30 * 3/4 with Heal to Half rule) = 39). 39
Druid (Dreams) 3rd-level Cure Wounds and Balm of the Summer Court: 3d8+4+3d6 (avg. 13.5+4+10.5=28). 28
Druid (Shepherd) 3rd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+4+6 (avg. 23.5). 23.5
Paladin (Any) Lay on Hands. 30
Sorcerer (Divine) 3rd-level Cure Wounds with Empowered Healing (rerolling 1 though 4 raises d8 average from 4.5 to 5.5): 3d8+4 (avg. 20.5). 20.5
Warlock (Celestial) 3rd-level Cure Wounds and Healing Light (4 dice): 3d8+4+4d6 (avg. 31.5). 31.5
Gold: Cleric (Life)
Silver: Warlock (Celestial)
Bronze: Paladin (Any)

Singles Level 7
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 4th-level Cure Wounds: 4d8+4 (avg. 22). 22
Cleric (Life) Preserve Life plus 4th-level Healing Word with Disciple of Life 4d4+4+6 (10+4+6 + 26.5 (35 * 3/4 with Heal to Half rule) = 46.5). 46.5
Druid (Dreams) 4th-level Cure Wounds and Balm of the Summer Court: 4d8+4+3d6 (avg. 18+4+10.5=32.5). 32.5
Druid (Shepherd) 4th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+4+7 (avg. 29). 29
Paladin (Any) Lay on Hands. 35
Sorcerer (Divine) 4th-level Cure Wounds with Empowered Healing: 4d8+4 (avg. 26). 26
Warlock (Celestial) 4th-level Cure Wounds and Healing Light (4 dice): 4d8+4+4d6 (avg. 36). 36
Gold: Cleric (Life)
Silver: Warlock (Celestial)
Bronze: Paladin (Any)

Singles Level 8
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+5+5 (avg. 15) and Experimental Elixir 2d4+5 (avg. 10). 25
Bard (Lore) 4th-level Cure Wounds: 4d8+5 (avg. 23). 23
Cleric (Life) Preserve Life plus 4th-level Healing Word with Disciple of Life 4d4+5+6 (10+5+6 + 30 (40 * 3/4 with Heal to Half rule) = 51). 51
Druid (Dreams) 4th-level Cure Wounds and Balm of the Summer Court: 4d8+5+4d6 (avg. 18+5+14=37). 37
Druid (Shepherd) 4th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+5+8 (avg. 31). 31
Paladin (Any) Lay on Hands. 40
Sorcerer (Divine) 4th-level Cure Wounds with Empowered Healing: 4d8+5 (avg. 27). 27
Warlock (Celestial) 4th-level Cure Wounds and Healing Light (5 dice; capped at the Warlock's Charisma modifier for one usage): 4d8+5+5d6 (avg. 40.5). 40.5
Gold: Cleric (Life)
Silver: Warlock (Celestial)
Bronze: Paladin (Any)

No change here. The Celestial Warlock's cap on Healing Light expands, but they'll gradually fall behind Balm of the Summer Court as levels progress.

Singles Level 9
Competitor Notes Score
Artificer (Alchemist) 3rd-level Healing Word with Alchemical Savant 3d4+5+5 (avg. 17.5) and Experimental Elixir 2d4+5 (avg. 10). 27.5
Bard (Lore) 5th-level Cure Wounds: 5d8+5 (avg. 27.5). 27.5
Cleric (Life) Preserve Life plus 5th-level Healing Word with Disciple of Life 5d4+5+7 (12.5+5+7 + 33.75 (45 * 3/4 with Heal to Half rule) = 54.5). 58.25
Druid (Dreams) 5th-level Cure Wounds and Balm of the Summer Court: 5d8+5+4d6 (avg. 22.5+5+14=41.5). 41.5
Druid (Shepherd) 5th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 5d8+5+9 (avg. 36.5). 36.5
Paladin (Any) Lay on Hands. 45
Sorcerer (Divine) 5th-level Cure Wounds with Empowered Healing: 5d8+5 (avg. 32.5). 32.5
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Paladin (Any), Warlock (Celestial)
Bronze: Druid (Dreams)

The Paladin and the Celestial Warlock briefly match, allowing the Circle of the Dreams Druid to squeeze into third place. The Warlock reaches their highest-level spell slot at this level, and their score in the Singles competition stops progressing as a result.

Singles Level 10
Competitor Notes Score
Artificer (Alchemist) 3rd-level Healing Word with Alchemical Savant 3d4+5+5 (avg. 17.5) and Experimental Elixir 2d4+5 (avg. 10). 27.5
Bard (Lore) 5th-level Cure Wounds: 5d8+5 (avg. 27.5). 27.5
Cleric (Life) Preserve Life plus 5th-level Healing Word with Disciple of Life 5d4+5+7 (12.5+5+7 + 37.5 (50 * 3/4 with Heal to Half rule) = 62). 62
Druid (Dreams) 5th-level Cure Wounds and Balm of the Summer Court: 5d8+5+5d6 (avg. 22.5+5+17.5=45). 45
Druid (Shepherd) 5th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 5d8+5+10 (avg. 37.5). 37.5
Paladin (Any) Lay on Hands. 50
Sorcerer (Divine) 5th-level Cure Wounds with Empowered Healing: 5d8+5 (avg. 32.5). 32.5
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Paladin (Any)
Bronze: Druid (Dreams), Warlock (Celestial)

The Celestial Warlock clings to the rankings for one last gasp before vanishing from for the remainder of the competition.

Singles Level 11
Competitor Notes Score
Artificer (Alchemist) 3rd-level Healing Word with Alchemical Savant 3d4+5+5 (avg. 17.5) and Experimental Elixir 2d4+5 (avg. 10). 27.5
Bard (Lore) 6th-level Cure Wounds: 6d8+5 (avg. 32). 32
Cleric (Life) Heal with Disciple of Life: 70+8 (78). 78
Druid (Dreams) Heal and Balm of the Summer Court: 70+5d6 (avg. 87.5). 87.5
Druid (Shepherd) Heal and Spirit Totem (Unicorn Spirit): 70+11 (81). 81
Paladin (Any) Lay on Hands. 55
Sorcerer (Divine) Heal: 70. 70
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

At this level Heal comes online, putting the Cleric and the Druid far ahead of any class that can't cast Heal. Balm of the Summer Court and Spirit Totem (Unicorn Spirit) provide much larger numerical bonuses than Disciple of life, so the Life Domain Cleric gets bumped down to 3rd place. Unfortunately for the Life Cleric, the Healing Word+Disciple of Life+Preserve Life combo advances at roughly the same rate (11 more healing every 2 class levels) as Heal+Disciple of Life, so the combo which has held them in first for 9 levels straight finally stops being the defining option.

Singles Level 12
Competitor Notes Score
Artificer (Alchemist) 3rd-level Healing Word with Alchemical Savant 3d4+5+5 (avg. 17.5) and Experimental Elixir 2d4+5 (avg. 10). 27.5
Bard (Lore) 6th-level Cure Wounds: 6d8+5 (avg. 32). 32
Cleric (Life) Heal with Disciple of Life: 70+8 (78). 78
Druid (Dreams) Heal and Balm of the Summer Court: 70+6d6 (avg. 91). 91
Druid (Shepherd) Heal and Spirit Totem (Unicorn Spirit): 70+12 (82). 82
Paladin (Any) Lay on Hands. 60
Sorcerer (Divine) Heal: 70. 70
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

No change.

Singles Level 13
Competitor Notes Score
Artificer (Alchemist) 4th-level Healing Word with Alchemical Savant 4d4+5+5 (avg. 20) and Experimental Elixir 2d4+5 (avg. 10). 30
Bard (Lore) 7th-level Cure Wounds: 7d8+5 (avg. 36.5). 36.5
Cleric (Life) 7th-level Heal with Disciple of Life: 80+9 (89). 89
Druid (Dreams) 7th-level Heal and Balm of the Summer Court: 80+6d6 (avg. 101). 101
Druid (Shepherd) 7th-level Heal and Spirit Totem (Unicorn Spirit): 80+13 (93). 93
Paladin (Any) Lay on Hands. 65
Sorcerer (Divine) 7th-level Heal: 80. 80
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

No change.

Singles Level 14
Competitor Notes Score
Artificer (Alchemist) 4th-level Healing Word with Alchemical Savant 4d4+5+5 (avg. 20) and Experimental Elixir 2d4+5 (avg. 10). 30
Bard (Lore) 7th-level Heal (Gained via Magical Secrets at level 14): 80 80
Cleric (Life) 7th-level Heal with Disciple of Life: 80+9 (89). 89
Druid (Dreams) 7th-level Heal and Balm of the Summer Court: 80+7d6 (avg. 104.5). 104.5
Druid (Shepherd) 7th-level Heal and Spirit Totem (Unicorn Spirit): 80+14 (94). 94
Paladin (Any) Lay on Hands. 70
Sorcerer (Divine) 7th-level Heal: 80. 80
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

No change. The Bard can finally pick up Heal at this level thanks to Magical Secrets, but without added healing on top of the spell they just can't compete.

Singles Level 15
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) 8th-level Heal (Gained via Magical Secrets at level 14): 90 90
Cleric (Life) 8th-level Heal with Disciple of Life: 90+10 (100). 100
Druid (Dreams) 8th-level Heal and Balm of the Summer Court: 90+7d6 (avg. 114.5). 114.5
Druid (Shepherd) 8th-level Heal and Spirit Totem (Unicorn Spirit): 90+15 (105). 105
Paladin (Any) Lay on Hands. 75
Sorcerer (Divine) 8th-level Heal: 90. 90
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

No change.

Singles Level 16
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) 8th-level Heal (Gained via Magical Secrets at level 14): 90 90
Cleric (Life) 8th-level Heal with Disciple of Life: 90+10 (100). 100
Druid (Dreams) 8th-level Heal and Balm of the Summer Court: 90+8d6 (avg. 118). 118
Druid (Shepherd) 8th-level Heal and Spirit Totem (Unicorn Spirit): 90+16 (106). 106
Paladin (Any) Lay on Hands. 80
Sorcerer (Divine) 8th-level Heal: 90. 90
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Dreams)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

No change.

Singles Level 17
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) Power Word Heal (440). 440
Cleric (Life) Mass Heal with Disciple of Life: 700+11 (711).

Supreme Healing comes online at this level, too, but no spell can match the number of hit points restored by Mass Heal.

711
Druid (Dreams) 9th-level Heal and Balm of the Summer Court: 100+8d6 (avg. 128). 128
Druid (Shepherd) 9th-level Heal and Spirit Totem (Unicorn Spirit): 100+17 (117). 117
Paladin (Any) Lay on Hands. 85
Sorcerer (Divine) Mass Heal (700). 700
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Sorcerer (Divine)
Bronze: Bard (Lore)

Just as Heal put certain spellcasters ahead of overy other competitor, Mass Heal puts the Cleric and the Divine Soul Sorcerer ahead of everyone else. Wish also comes online at this level, but it's only available to the Sorcerer (and the Bard at level 18 thanks to Magical Secrets) and the 440 make score for Wish can't match Mass Heal.

Singles Level 18
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) Mass Heal (Gained via Magical Secrets at level 18): 700 700
Cleric (Life) Mass Heal with Disciple of Life: 700+11 (711). 711
Druid (Dreams) 9th-level Heal and Balm of the Summer Court: 100+9d6 (avg. 131.5). 131.5
Druid (Shepherd) 9th-level Heal and Spirit Totem (Unicorn Spirit): 100+18 (118). 118
Paladin (Any) Lay on Hands. 90
Sorcerer (Divine) Mass Heal (700). 700
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Bard (Lore), Sorcerer (Divine)
Bronze: Druid (Dreams)

The College of Lore can learn Mass Heal at this level, putting them in a permanent tie with the Divine Soul Sorcerer and allowing the Circle of Dreams Druid to remain firmly in third.

Singles Level 19
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) Mass Heal (Gained via Magical Secrets at level 18): 700 700
Cleric (Life) Mass Heal with Disciple of Life: 700+11 (711). 711
Druid (Dreams) 9th-level Heal and Balm of the Summer Court: 100+9d6 (avg. 131.5). 131.5
Druid (Shepherd) 9th-level Heal and Spirit Totem (Unicorn Spirit): 100+19 (119). 119
Paladin (Any) Lay on Hands. 95
Sorcerer (Divine) Mass Heal (700). 700
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Bard (Lore), Sorcerer (Divine)
Bronze: Druid (Dreams)

No change.

Singles Level 20
Competitor Notes Score
Artificer (Alchemist) Chemical Mastery: Heal 70
Bard (Lore) Mass Heal (Gained via Magical Secrets at level 18): 700 700
Cleric (Life) Mass Heal with Disciple of Life: 700+11 (711). 711
Druid (Dreams) 9th-level Heal and Balm of the Summer Court: 100+10d6 (avg. 135). 135
Druid (Shepherd) 9th-level Heal and Spirit Totem (Unicorn Spirit): 100+20 (120). 120
Paladin (Any) Lay on Hands. 100
Sorcerer (Divine) Mass Heal (700). 700
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (5 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Bard (Lore), Sorcerer (Divine)
Bronze: Druid (Dreams)

No change.

Final Scoring: Singles

Competitor final scores for Singles
Competitor Points Rank Other Notes
Artificer (Alchemist) 1 8th
Bard (Lore) 7 7th No points until 17th level
Cleric (Life) 45 1st
Druid (Dreams) 28 2nd Ranks at every level except 17
Druid (Shepherd) 13 4th
Paladin (Any) 8 6th
Sorcerer (Divine) 9 5th
Warlock (Celestial) 22 3rd Incredible early showing, but doesn't place after 10th level

Competition: One-Round Healing (Party)

Similar to the "Singles" competition, the "Party" competition gives competitors a single round in which to apply as much healing as they possibly can. Many characters will default to the same resources used in the Singles competition, but characters with the ability to heal multiple creatures will really shine in this competition.

Party Level 1
Competitor Notes Score
Artificer (Alchemist) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Bard (Lore) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Cleric (Life) Cure Wounds with Disciple of Life: 1d8+3+3 (avg. 10.5). 10.5
Druid (Dreams) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Druid (Shepherd) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Paladin (Any) Lay on Hands. 5
Sorcerer (Divine) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Warlock (Celestial) Cure Wounds and Healing Light (2 dice): 1d8+3+2d6 (avg. 14.5). 14.5
Gold: Warlock (Celestial)
Silver: Cleric (Life)
Bronze: Artificer (Alchemist), Bard (Lore), Druid (Dreams), Druid (Shepherd), Sorcerer (Divine)

At this level, healing multiple allies means splitting the resources used in the Singles competition, which is only possible if a competitor has multiple sources of healing like the Celestial Warlock's Healing Light. Essentially, the scores are the same as the Singles competition at this level.

Party Level 2
Competitor Notes Score
Artificer (Alchemist) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Bard (Lore) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Cleric (Life) Preserve Life plus Healing Word with Disciple of Life 1d4+3+3 (2.5+3+3 + 7.5 (10 * 3/4 with Heal to Half rule) = 16). 16
Druid (Dreams) Cure Wounds and Balm of the Summer Court: 1d8+3+1d6 (avg. 11). 11
Druid (Shepherd) Cure Wounds and Spirit Totem (Unicorn Spirit): 1d8+3 and 2 to each of 4 creatures (avg. 7.5+(2*4)=15.5). 15.5
Paladin (Any) Lay on Hands. 10
Sorcerer (Divine) Cure Wounds: 1d8+3 (avg. 7.5). 7.5
Warlock (Celestial) Cure Wounds and Healing Light (3 dice): 1d8+3+3d6 (avg. 18). 18
Gold: Warlock (Celestial)
Silver: Cleric (Life)
Bronze: Druid (Shepherd)

Group healing mostly hasn't come online, so once again this level is a repeat of the Singles competition for most competitors. The one exception is Circle of the Shepherd Druid thanks to Spirit Totem (Unicorn Spirit). The Unicorn Spirit applies multi-target healing even if the healing spell which was cast only targets a single creature. This Unique mechanic keeps Cure Wounds the Shepherd Druid's most viable group healing option (at least briefly) solely due to the action economy.

Party Level 3
Competitor Notes Score
Artificer (Alchemist) Healing Word 1d4+4 (avg. 6.5) and Experimental Elixir 2d4+4 (avg. 9). 15.5
Bard (Lore) 2nd-level Cure Wounds: 2d8+3 (avg. 12). 12
Cleric (Life) Preserve Life plus 2nd-level Healing Word with Disciple of Life 2d4+3+3 (5+3+3 + 11.25 (15 * 3/4 with Heal to Half rule) = 19.25). 19.25
Druid (Dreams) 2nd-level Cure Wounds and Balm of the Summer Court: 2d8+3+2d6 (avg. 9+3+7=19). Healing Spirit heals 1d6 to each of 4 targets (avg. 3.5*4=14). 19
Druid (Shepherd) 2nd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 2d8+3 and 3 to each of 4 creatures (avg. 12+(3*4)=24). 24
Paladin (Any) Lay on Hands. 15
Sorcerer (Divine) Twinned 2nd-level Cure Wounds: 2d8+3 (avg. 12*2). 24
Warlock (Celestial) 2nd-level Cure Wounds and Healing Light (3 dice; capped at the Warlock's Charisma modifier for one usage): 2d8+3+3d6 (avg. 22.5). 22.5
Gold: Druid (Shepherd), Sorcerer (Divine)
Silver: Warlock (Celestial)
Bronze: Cleric (Life)

At this level we see the first multi-target healing spell: Healing Spirit. Between a party of 4 characters the spell's use cap of 1+spellcasting ability modifier (total 4 at this level) is expended immediately, but for a 1-round competition that's perfect. Unfortunately, Healing Spirit's Bonus Action casting time blocks out effects like Balm of the Summer Court and Spirit Totem and leveled spells like Cure Wounds, so Healing Spirit turns out to be a disappointing option.

Also note that Healing Spirit can only take effect 4 times at this level because spellcasting ability modifiers haven't hit +4 yet. This leaves the Celestial Warlock with a slight edge for one more level.

3rd-level also brings metamagic to the Sorcerer, including the extremely potent Twinned Spell. While Twinned Spell only works with single-target spells like Cure Wounds, it effectively doubles the effectiveness of those spells, potentially putting single-target spells ahead of multi-target spells in terms of total hit points healed.

Party Level 4
Competitor Notes Score
Artificer (Alchemist) Healing Word 1d4+4 (avg. 6.5) and Experimental Elixir 2d4+4 (avg. 9). 15.5
Bard (Lore) 2nd-level Cure Wounds: 2d8+4 (avg. 13). 13
Cleric (Life) Preserve Life plus 2nd-level Healing Word with Disciple of Life 2d4+4+4 (5+4+4 + 15 (20 * 3/4 with Heal to Half rule) = 28). 28
Druid (Dreams) 3rd-level Cure Wounds and Balm of the Summer Court: 2d8+4+2d6 (avg. 9+4+7=20). Healing Spirit heals 1d6 to each of 4 targets (avg. 3.5*4=14). 20
Druid (Shepherd) 2nd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 2d8+4 and 4 to each of 4 creatures (avg. 13+(4*4)=29). 29
Paladin (Any) Lay on Hands. 20
Sorcerer (Divine) Twinned 2nd-level Cure Wounds: 2d8+4 (avg. 13*2). 26
Warlock (Celestial) 2nd-level Cure Wounds and Healing Light (4 dice; capped at the Warlock's Charisma modifier for one usage): 2d8+4+4d6 (avg. 27). 27
Gold: Druid (Shepherd)
Silver: Cleric (Life)
Bronze: Warlock (Celestial)

Most characters are still relying on single-target healing at this stage, so druids hold a lead over other competitors. Even so, the gap between each of the top three scores is only 1 point.

Party Level 5
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 3rd-level Cure Wounds: 3d8+4 (avg. 17.5). 17.5
Cleric (Life) Mass Healing Word with Disciple of Life: 1d4+4+5 to each of 4 targets (avg. 11.5*4=46). Preserve Life: 25 hp (18.75 with Heal to Half rule). 64.75
Druid (Dreams) 3rd-level Healing Spirit: 2d6 to each of 4 targets (avg. 7*4=28) 28
Druid (Shepherd) 3rd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+4 and 5 to each of 4 creatures (avg. 17.5+(5*4)=37.5). 37.5
Paladin (Any) Lay on Hands. 25
Sorcerer (Divine) Mass Healing Word: 2d4+4 to each of 4 targets (avg. 9*4=36). Twinned 3rd-level Cure Wounds heals 35. 36
Warlock (Celestial) 3rd-level Cure Wounds and Healing Light (4 dice): 3d8+4+4d6 (avg. 31.5). 31.5
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Sorcerer (Divine)

5th level brings 3rd-level spells, including Mass Healing Word. Since Mass Healing Word is cast as a Bonus Action, the Life Domain Cleric's Channel Divinity: Preserve Life feature can be used in favor of casting a spell as an Action. That's enough to catapult the Life Domain Cleric into 1st place.

Party Level 6
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 3rd-level Healing Spirit: 2d6 to each of 4 targets (avg. 7*4=28) 28
Cleric (Life) Mass Healing Word with Disciple of Life: 1d4+4+5 to each of 4 targets (avg. 11.5*4=46). Preserve Life: 25 hp (22.5 with Heal to Half rule). 68.5
Druid (Dreams) 3rd-level Healing Spirit: 2d6 to each of 4 targets (avg. 7*4=28) 28
Druid (Shepherd) 3rd-level Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+4 and 6 to each of 4 creatures (avg. 17.5+(6*4)=41.5). 41.5
Paladin (Any) Lay on Hands. 30
Sorcerer (Divine) Mass Healing Word: 2d4+4 to each of 4 targets (avg. 9*4=36). Twinned 3rd-level Cure Wounds heals 35. 36
Warlock (Celestial) 3rd-level Cure Wounds and Healing Light (4 dice): 3d8+4+4d6 (avg. 31.5). 31.5
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Sorcerer (Divine)

6th level brings the Lore Bard's Additonal Magic Secrets, allowing them to learn Healing Spirit. This proves to be a significant boost over single-target Cure Wounds, but that's still not enough to place.

Party Level 7
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+4+4 (avg. 13) and Experimental Elixir 2d4+4 (avg. 9). 22
Bard (Lore) 4th-level Healing Spirit: 3d6 to each of 4 targets (avg. 10.5*4=42) 42
Cleric (Life) 4th-level Mass Healing Word with Disciple of Life: 2d4+4+6 to each of 4 targets (avg. 15*4=60). Preserve Life: 35 hp (26.25 with Heal to Half rule). 86.25
Druid (Dreams) 4th-level Healing Spirit: 3d6 to each of 4 targets (avg. 10.5*4=42) 42
Druid (Shepherd) 4th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+4 and 7 to each of 4 creatures (avg. 22+(7*4)=50). 50
Paladin (Any) Lay on Hands. 35
Sorcerer (Divine) 4th-level Mass Healing Word: 3d4+4 to each of 4 targets (avg. 11.5*4=46). 46
Warlock (Celestial) 4th-level Cure Wounds and Healing Light (4 dice): 4d8+4+4d6 (avg. 36). 36
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Sorcerer (Divine)

Spell levels go up, but nothing else of interest changes at this level.

Party Level 8
Competitor Notes Score
Artificer (Alchemist) 2nd-level Healing Word with Alchemical Savant 2d4+5+5 (avg. 15) and Experimental Elixir 2d4+5 (avg. 10). 25
Bard (Lore) 4th-level Healing Spirit: 3d6 to each of 4 targets (avg. 10.5*4=42) 42
Cleric (Life) 4th-level Mass Healing Word with Disciple of Life: 2d4+5+6 to each of 4 targets (avg. 16*4=64). Preserve Life: 40 hp (30 with Heal to Half rule). 94
Druid (Dreams) 4th-level Healing Spirit: 3d6 to each of 4 targets (avg. 10.5*4=42) 42
Druid (Shepherd) 4th-level Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+5 and 8 to each of 4 creatures (avg. 23+(8*4)=55). 55
Paladin (Any) Lay on Hands. 40
Sorcerer (Divine) 4th-level Mass Healing Word: 3d4+5 to each of 4 targets (avg. 12.5*4=50). 50
Warlock (Celestial) 4th-level Cure Wounds and Healing Light (4 dice): 4d8+5+5d6 (avg. 40.5). 40.5
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Sorcerer (Divine)

Ability score increases raise some numbers, but otherwise no changes. This is the last level at which Healing Spirit remains a competitive option, losing favor to Mass Cure Wounds.

Party Level 9
Competitor Notes Score
Artificer (Alchemist) Mass Healing Word with Alchemical Savant: 1d4+5+5 to each of 4 targets (avg. 12.5*4=50). Experimental Elixir (Healing): 2d4+5 (avg. 10) 60
Bard (Lore) Mass Cure Wounds: 3d8+5 to each of 4 targets (avg. 18.5*4=74) 74
Cleric (Life) 5th-level Mass Healing Word with Disciple of Life: 3d4+5+7 to each of 4 targets (avg. 19.5*4=78). Preserve Life: 45 hp (33.75 with Heal to Half rule). Using Mass Cure Wounds means not using Preserve life, which yields a total of 102. 111.75
Druid (Dreams) Mass Cure Wounds and Balm of the Summer Court: 3d8+5 to each of 4 targets plus 4d6 (avg. 18.5*4=74 plus 14). 5th-level Healing Spirit is only 4d6 to each of 4 targets (avg. 14*4=56). 88
Druid (Shepherd) Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+5+9 to each of 4 targets (avg. 27.5*4=110). 110
Paladin (Any) Lay on Hands. 45
Sorcerer (Divine) Mass Cure Wounds: 3d8+5 to each of 4 targets (avg. 18.5*4=74) 74
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Druid (Dreams)

This level brings Mass Cure Wounds, which provides considerably more healing than a Mass Healing Word of the same level. However, the fact that Mass Cure Wounds is cast as an Action works differently for several competitors due to avialability of other healing options.

At this level the Artificer finally gets Mass Healing Word, which applies Alchemical Savant to all targets since you use the same roll for healing each of them. Since Mass Healing Word is cast as a Bonus Action, the Artificer can also use Experimental Elixir (Healing) to heal a single target. Unfortunately, the Artificer only improves beyond this point by up-casting Mass Healing Word.

Party Level 10
Competitor Notes Score
Artificer (Alchemist) Mass Healing Word with Alchemical Savant: 1d4+5+5 to each of 4 targets (avg. 12.5*4=50). Experimental Elixir (Healing): 2d4+5 (avg. 10) 60
Bard (Lore) Mass Cure Wounds: 3d8+5 to each of 4 targets (avg. 18.5*4=74) 74
Cleric (Life) 5th-level Mass Healing Word with Disciple of Life: 3d4+5+7 to each of 4 targets (avg. 19.5*4=78). Preserve Life: 50 hp (37.5 with Heal to Half rule). Using Mass Cure Wounds means not using Preserve life, which yields a total of 102. 115.5
Druid (Dreams) Mass Cure Wounds and Balm of the Summer Court: 3d8+5 to each of 4 targets plus 5d6 (avg. 18.5*4=74 plus 17.5). 91.5
Druid (Shepherd) Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 3d8+5+10 to each of 4 targets (avg. 28.5*4=114). 114
Paladin (Any) Lay on Hands. 50
Sorcerer (Divine) Mass Cure Wounds: 3d8+5 to each of 4 targets (avg. 18.5*4=74) 74
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Cleric (Life)
Silver: Druid (Shepherd)
Bronze: Druid (Dreams)

Party Level 11
Competitor Notes Score
Artificer (Alchemist) Mass Healing Word with Alchemical Savant: 1d4+5+5 to each of 4 targets (avg. 12.5*4=50). Experimental Elixir (Healing): 2d4+5 (avg. 10) 60
Bard (Lore) 6th-level Mass Cure Wounds: 4d8+5 to each of 4 targets (avg. 23*4=92) 92
Cleric (Life) 6th-level Mass Healing Word with Disciple of Life: 4d4+5+8 to each of 4 targets (avg. (10+5+8)*4=92). Preserve Life: 55 hp (41.25 with Heal to Half rule). Using Mass Cure Wounds means not using Preserve life, which yields a total of 124. 133.25
Druid (Dreams) 6th-level Mass Cure Wounds and Balm of the Summer Court: 4d8+5 to each of 4 targets plus 5d6 (avg. 23*4=72 plus 17.5). 109.5
Druid (Shepherd) 6th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+5+11 to each of 4 targets (avg. 34*4=136). 136
Paladin (Any) Lay on Hands. 55
Sorcerer (Divine) Twinned Heal: 70 to each of 2 targets (140) 140
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Sorcerer (Divine)
Silver: Druid (Shepherd)
Bronze: Cleric (Life)

6th-level spells brings access to Heal, and surprisingly it's not a great option for most competitors. Mass Cure Wounds restores more hit points when targeting 4 creatures than Heal can while targeting one, and boosts like Disciple of Life significantly favor multi-target healing options.

Party Level 12
Competitor Notes Score
Artificer (Alchemist) Mass Healing Word with Alchemical Savant: 1d4+5+5 to each of 4 targets (avg. 12.5*4=50). Experimental Elixir (Healing): 2d4+5 (avg. 10) 60
Bard (Lore) 6th-level Mass Cure Wounds: 4d8+5 to each of 4 targets (avg. 23*4=92) 92
Cleric (Life) 6th-level Mass Healing Word with Disciple of Life: 4d4+5+8 to each of 4 targets (avg. (10+5+8)*4=92). Preserve Life: 60 hp (45 with Heal to Half rule). Using Mass Cure Wounds means not using Preserve life, which yields a total of 124. 137
Druid (Dreams) 6th-level Mass Cure Wounds and Balm of the Summer Court: 4d8+5 to each of 4 targets plus 6d6 (avg. 23*4=72 plus 21). 113
Druid (Shepherd) 6th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 4d8+5+12 to each of 4 targets (avg. 35*4=140). 140
Paladin (Any) Lay on Hands. 60
Sorcerer (Divine) Twinned Heal: 70 to each of 2 targets (140) 140
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Shepherd), Sorcerer (Divine)
Silver: Cleric (Life)
Bronze: Druid (Dreams)

Party Level 13
Competitor Notes Score
Artificer (Alchemist) 4th-level Mass Healing Word with Alchemical Savant: 2d4+5+5 to each of 4 targets (avg. 15*4=60). Experimental Elixir (Healing): 2d4+5 (avg. 10) 70
Bard (Lore) 7th-level Mass Cure Wounds: 5d8+5 to each of 4 targets (avg. 27.5*4=110) 110
Cleric (Life) 7th-level Mass Healing Word with Disciple of Life: 5d4+5+8 to each of 4 targets (avg. (12.5+5+9)*4=106). Preserve Life: 65 hp (48.75 with Heal to Half rule). 154.75
Druid (Dreams) 7th-level Mass Cure Wounds and Balm of the Summer Court: 5d8+5 to each of 4 targets plus 6d6 (avg. 27.5*4=110 plus 21). 131
Druid (Shepherd) 7th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 5d8+5+13 to each of 4 targets (avg. 40.5*4=162). 162
Paladin (Any) Lay on Hands. 65
Sorcerer (Divine) Twinned 7th-level Heal: 80 to each of 2 targets (160) 160
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Shepherd)
Silver: Sorcerer (Divine)
Bronze: Cleric (Life)

Party Level 14
Competitor Notes Score
Artificer (Alchemist) 4th-level Mass Healing Word with Alchemical Savant: 2d4+5+5 to each of 4 targets (avg. 15*4=60). Experimental Elixir (Healing): 2d4+5 (avg. 10) 70
Bard (Lore) 7th-level Mass Cure Wounds: 5d8+5 to each of 4 targets (avg. 27.5*4=110) 110
Cleric (Life) 7th-level Mass Healing Word with Disciple of Life: 5d4+5+8 to each of 4 targets (avg. (12.5+5+9)*4=106). Preserve Life: 70 hp (52.5 with Heal to Half rule). 158.5
Druid (Dreams) 7th-level Mass Cure Wounds and Balm of the Summer Court: 5d8+5 to each of 4 targets plus 7d6 (avg. 27.5*4=110 plus 24.5). 134.5
Druid (Shepherd) 7th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 5d8+5+14 to each of 4 targets (avg. 41.5*4=166). 166
Paladin (Any) Lay on Hands. 70
Sorcerer (Divine) Twinned 7th-level Heal: 80 to each of 2 targets (160) 160
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Shepherd)
Silver: Sorcerer (Divine)
Bronze: Cleric (Life)

Party Level 15
Competitor Notes Score
Artificer (Alchemist) 4th-level Mass Healing Word with Alchemical Savant: 2d4+5+5 to each of 4 targets (avg. 15*4=60). Experimental Elixir (Healing): 2d4+5 (avg. 10) 70
Bard (Lore) 8th-level Mass Cure Wounds: 6d8+5 to each of 4 targets (avg. 32*4=128) 128
Cleric (Life) 8th-level Mass Healing Word with Disciple of Life: 5d4+5+8 to each of 4 targets (avg. (15+5+10)*4=120). Preserve Life: 75 hp (56.25 with Heal to Half rule). 176.25
Druid (Dreams) 8th-level Mass Cure Wounds and Balm of the Summer Court: 6d8+5 to each of 4 targets plus 7d6 (avg. 32*4=128 plus 24.5). 152.5
Druid (Shepherd) 8th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 6d8+5+15 to each of 4 targets (avg. 47*4=188). 188
Paladin (Any) Lay on Hands. 75
Sorcerer (Divine) Twinned 8th-level Heal: 90 to each of 2 targets (180) 180
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Shepherd)
Silver: Sorcerer (Divine)
Bronze: Cleric (Life)

Hidden at the back of the pack, the Paladin outstrips the Alchemist Artificer at this level and manages to stay ahead of the Artificer for the remainder of the competition.

Party Level 16
Competitor Notes Score
Artificer (Alchemist) 4th-level Mass Healing Word with Alchemical Savant: 2d4+5+5 to each of 4 targets (avg. 15*4=60). Experimental Elixir (Healing): 2d4+5 (avg. 10) 70
Bard (Lore) 8th-level Mass Cure Wounds: 6d8+5 to each of 4 targets (avg. 32*4=128) 128
Cleric (Life) 8th-level Mass Healing Word with Disciple of Life: 5d4+5+8 to each of 4 targets (avg. (15+5+10)*4=120). Preserve Life: 80 hp (60 with Heal to Half rule). 180
Druid (Dreams) 8th-level Mass Cure Wounds and Balm of the Summer Court: 6d8+5 to each of 4 targets plus 8d6 (avg. 32*4=128 plus 28). 156
Druid (Shepherd) 8th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 6d8+5+16 to each of 4 targets (avg. 48*4=188). 192
Paladin (Any) Lay on Hands. 80
Sorcerer (Divine) Twinned 8th-level Heal: 90 to each of 2 targets (180) 180
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Druid (Shepherd)
Silver: Cleric (Life), Sorcerer (Divine)
Bronze: Druid (Dreams)

Party Level 17
Competitor Notes Score
Artificer (Alchemist) 5th-level Mass Healing Word with Alchemical Savant: 3d4+5+5 to each of 4 targets (avg. 17.5*4=70). Experimental Elixir (Healing): 2d4+5 (avg. 10) 80
Bard (Lore) 9th-level Mass Cure Wounds: 7d8+5 to each of 4 targets (avg. 36.5*4=146) 124
Cleric (Life) Mass Heal with Disciple of Life 700 split among each of 4 targets, +11 for each target (700 + 11*4=744).

Supreme Healing comes online at this level, too, but no spell can match the number of hit points restored by Mass Heal.

744
Druid (Dreams) 9th-level Mass Cure Wounds and Balm of the Summer Court: 7d8+5 to each of 4 targets plus 8d6 (avg. 36.5*4=146 plus 28). 174
Druid (Shepherd) 9th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 7d8+5+17 to each of 4 targets (avg. 53.5*4=214). 214
Paladin (Any) Lay on Hands. 85
Sorcerer (Divine) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Sorcerer (Divine)
Silver: Cleric (Life)
Bronze: Druid (Shepherd)

Mass Heal appears and shakes up the game quite a bit. 700 points is very difficult to beat. However, Wish does it easily. With a 4-person party and the 440 hp rule for healing a target to full hp, that's a stunning 1,760 hit points, making Wish the uncontested best healing option.

Party Level 18
Competitor Notes Score
Artificer (Alchemist) 5th-level Mass Healing Word with Alchemical Savant: 3d4+5+5 to each of 4 targets (avg. 17.5*4=70). Experimental Elixir (Healing): 2d4+5 (avg. 10) 80
Bard (Lore) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Cleric (Life) Mass Heal with Disciple of Life 700 split among each of 4 targets, +11 for each target (700 + 11*4=744). 744
Druid (Dreams) 9th-level Mass Cure Wounds and Balm of the Summer Court: 7d8+5 to each of 4 targets plus 9d6 (avg. 36.5*4=146 plus 31.5). 177.5
Druid (Shepherd) 9th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 7d8+5+18 to each of 4 targets (avg. 54.5*4=218). 218
Paladin (Any) Lay on Hands. 90
Sorcerer (Divine) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Bard (Lore), Sorcerer (Divine)
Silver: Cleric (Life)
Bronze: Druid (Shepherd)

18th level brings another round of Magical Secrets for the College of Lore Bard, giving them access to Wish, and setting the final change in standings for the remainder of the competition.

Party Level 19
Competitor Notes Score
Artificer (Alchemist) 5th-level Mass Healing Word with Alchemical Savant: 3d4+5+5 to each of 4 targets (avg. 17.5*4=70). Experimental Elixir (Healing): 2d4+5 (avg. 10) 80
Bard (Lore) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Cleric (Life) Mass Heal with Disciple of Life 700 split among each of 4 targets, +11 for each target (700 + 11*4=744). 744
Druid (Dreams) 9th-level Mass Cure Wounds and Balm of the Summer Court: 7d8+5 to each of 4 targets plus 9d6 (avg. 36.5*4=146 plus 31.5). 177.5
Druid (Shepherd) 9th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 7d8+5+19 to each of 4 targets (avg. 55.5*4=222). 222
Paladin (Any) Lay on Hands. 95
Sorcerer (Divine) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Bard (Lore), Sorcerer (Divine)
Silver: Cleric (Life)
Bronze: Druid (Shepherd)

No change.

Party Level 20
Competitor Notes Score
Artificer (Alchemist) 5th-level Mass Healing Word with Alchemical Savant: 3d4+5+5 to each of 4 targets (avg. 17.5*4=70). Experimental Elixir (Healing): 2d4+5 (avg. 10) 80
Bard (Lore) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Cleric (Life) Mass Heal with Disciple of Life 700 split among each of 4 targets, +11 for each target (700 + 11*4=744). 744
Druid (Dreams) 9th-level Mass Cure Wounds and Balm of the Summer Court: 7d8+5 to each of 4 targets plus 10d6 (avg. 36.5*4=146 plus 35). 181
Druid (Shepherd) 9th-level Mass Cure Wounds and Spirit Totem (Unicorn Spirit): 7d8+5+20 to each of 4 targets (avg. 56.5*4=226). 226
Paladin (Any) Lay on Hands. 100
Sorcerer (Divine) Wish to heal 4 targets for max score of 440 each (440 * 4 = 1,760) 1,760
Warlock (Celestial) 5th-level Cure Wounds and Healing Light (4 dice): 5d8+5+5d6 (avg. 45). 45
Gold: Bard (Lore), Sorcerer (Divine)
Silver: Cleric (Life)
Bronze: Druid (Shepherd)

No change.

Final Scoring: Party

Competitor final scores for Party
Competitor Points Rank Other Notes
Artificer (Alchemist) 1 7th
Bard (Lore) 10 4th
Cleric (Life) 41 1st
Druid (Dreams) 6 6th
Druid (Shepherd) 41 1st
Paladin (Any) 0 8th Oof.
Sorcerer (Divine) 34 3rd
Warlock (Celestial) 9 5th

Final Scoring

As stated above: Scoring in the top three in the competition categories shall award each competitor points (3 for 1st, 2 for 2nd, 1 for 3rd). Highest score wins. Winner claims the coveted title of "Best Healbot".

One-Round Healing (Singles)

  1. Cleric (Life)
  2. Druid (Dreams)
  3. Warlock (Celestial)

One-Round Healing (Party)

  1. Druid (Shepherd), Cleric (Life)
  2. Sorcerer (Divine)
  3. Bard (Lore)

Total Medals

While there's no award for the most total medals, it's interesting to note the "high score" here. The Maximum possible number of medals per contestant is 60 per category (120 total).

Total Medal Counts
Competitor Points Rank
Artificer (Alchemist) 2 8th
Bard (Lore) 21 6th
Cleric (Life) 88 1st
Druid (Dreams) 34 4th
Druid (Shepherd) 54 2nd
Paladin (Any) 8 7th
Sorcerer (Divine) 43 3rd
Warlock (Celestial) 29 4th

Overall Ranking

The winner of this category claims the unofficial title of "Best Healbot", displaying a mastery of hit point restoration.

  1. Cleric (Life) (6 points)
  2. Druid (Shepherd) (3 points)
  3. Bard (Lore), Druid (Dreams), Sorcerer (Divine), Warlock (Celestial) (1 point each)