Note that Cure Wounds gives back more HP, so even though Healing Word can be cast at range (and as a bonus action), you want a Cleric who can move around the battlefield to get near whoever's hurt. Jody Macgregor, Weekend Editor: Druids, bards, and paladins can heal, but clerics are best at it, with Cure Wounds and Healing Word in your arsenal from the drop. Playstyle: Your mom just wants you to play safe Proficiencies: Simple weapons, morningstars, light/medium armor, shields Subclasses: Life, light, trickery, knowledge, nature, tempest, or war domain If you want to play sort of beefy Druid-lite, Wildheart Barbarians get Speak With Animals (a fun spell to have) and a special animal-themed Rage ability, like the Elk's "Primal Stampede." The Wild Magic subclass casts a random spell when you enter Rage, which is a fun extra dab of chaos, and Berserkers just go extra wild, making extra Frenzied Strike attacks at the cost of accuracy and, if that doesn't work, picking up large objects or other creatures and hucking them at a target. Rage ends if the Barbarian doesn't attack or take damage during a turn, so they are always busy. The key ability is Rage, which can only be used in combat, and increases the Barbarian's weapon damage while giving them resistance to physical damage and other bonuses. Tyler Wilde, Executive Editor: The fantasy Barbarian archetype doesn't inspire the imagination like it did back when Frank Frazetta was painting Conan in the '70s, but it's still a fun D&D class. Proficiencies: Simple weapons, martial weapons, light/Medium armor, shields Subclasses: Berserker, Wildheart, Wild Magic
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