
I don’t think there’s many ways to substantially heal in dnd. I like to run celestial warlock artificer for support. I think it’s better to use heals to pick up teammates so they can get their turn and potentially avoid downing for a bit. Celestial gives you a big pool of 30 ft d6’s and both give you cure wounds that you can use at range with a familiar or humunculus (or both). Protection from e and g is good to keep them up, and repelling blast for control(move opps, preventing opportunity atks