D&D 5E Xanathar's Healing Spirit is 10d6 healing to the whole party out of combat?

5ekyu

Hero
Also what concentration spells being maintained between encounters by druids do you feel would be compromised by this spell? Are they outlier cases or normal?

Also you seem to again going back to reference the balanced package aspect. Is it your position that the druid class is underpowered so as to make adding an overpowered spell might be a makeup boost?? Or is that whole package just smoke screen?



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5ekyu

Hero
Of course its fun to see that the official statement describes the intention being it would heal up to 10 times total over its run and yet whether or not its original version is imbalanced at doing that per PC is still challenged so vigorously.



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FrogReaver

As long as i get to be the frog
Of course its fun to see that the official statement describes the intention being it would heal up to 10 times total over its run and yet whether or not its original version is imbalanced at doing that per PC is still challenged so vigorously.

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Imbalanced is a highly different word than game breaking/overpowered etc. Of course it's imbalanced with current healing spells. Heck even the 10d6 split almost however you want total healing version is imbalanced with other healing options. And you are claiming that as proof the Xanathar's written version is game breaking? That's an odd defense. Essentially "Hey this spell is too strong. I can prove it too, they said they intended it to be weaker". Everyone else, "but isn't the way they are saying they intended it to be used still stronger than every other healing spell in the book?"

Why exactly are you not going on about how overpowered and imbalanced and broken the "RAI" version is?
 

Zmajdusa

First Post
Well as written a Cleric/Divine Soul with a Druid/Ranger can get 60 healing to the whole party for 1 minute of out of combat time, for one 2nd level spell and one 3rd level spell.
 


5ekyu

Hero
Imbalanced is a highly different word than game breaking/overpowered etc. Of course it's imbalanced with current healing spells. Heck even the 10d6 split almost however you want total healing version is imbalanced with other healing options. And you are claiming that as proof the Xanathar's written version is game breaking? That's an odd defense. Essentially "Hey this spell is too strong. I can prove it too, they said they intended it to be weaker". Everyone else, "but isn't the way they are saying they intended it to be used still stronger than every other healing spell in the book?"

Why exactly are you not going on about how overpowered and imbalanced and broken the "RAI" version is?
First, no real desire to engage in semantics over which adjectives we should be using to describe a spell that is out of whack. I have already answered what i feel is "breaking" about the spell as written - its combo of magnitude of healing, ease to benefit and its low level and scaling multipies effects.) I have also pointed out types of off-standard games where some of those might mitigate the impact.

As for the revised version, IIRC i said a few things about their fix being not well thought out when it was released because it left the multiply scaling effect in place and even made suggestions as to how to address that issue.

If that was not enough for you, well, gee, i may just have to lose sleep over that, but i think i have been consistent.

But i keep coming back to my questions about your own experiences with it and also wondering if you have a point or position on this spell or are you just choosing to argue-via-endless-question-doubt-storming (EQDS) against anyone who *has* a position on it they have expressed and explained that seems to not fit your non-position position which seems to be that it is not yet "proven" to be [insert adjective de heure]?
 
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Zmajdusa

First Post
Beacon of Hope is a 3rd level cleric spell that maximizes all healing done to the targets of the spell, which is effectively all targets in sight. It requires concentration and lasts 1 minute. If you have a Druid or a Ranger in your party, you can get Healing Spirit to heal for maximum.
 

FrogReaver

As long as i get to be the frog
First, no real desire to engage in semantics over which adjectives we should be using to describe a spell that is out of whack. I have already answered what i feel is "breaking" about the spell as written - its combo of magnitude of healing, ease to benefit and its low level and scaling multipies effects.) I have also pointed out types of off-standard games where some of those might mitigate the impact.

As for the revised version, IIRC i said a few things about their fix being not well thought out when it was released because it left the multiply scaling effect in place and even made suggestions as to how to address that issue.

If that was not enough for you, well, gee, i may just have to lose sleep over that, but i think i have been consistent.

But i keep coming back to my questions about your own experiences with it and also wondering if you have a point or position on this spell or are you just choosing to argue-via-endless-question-doubt-storming (EQDS) against anyone who *has* a position on it they have expressed and explained that seems to not fit your non-position position which seems to be that it is not yet "proven" to be [insert adjective de heure]?

It has as much to do with how you are describing it as the adjectives you are using. Please don't assume my one word summary and differentiation by usage of differing adjectives is due to semantics instead of the meaning behind those words that you are conveying.

Just to make sure I understand, Are you saying you feel the "RAI" version is Overpowered and GameBreaking as well?

My position is that even the best out of combat healing spells (like RAW Healing Spirit) aren't as game altering as they are cracked up to be. Why? Well...

1. It's a spell and that makes it a limited use resource. This means that even in the worst imaginable case that there can still be resource drainage due to multiple encounters
2. There were already options to get back to full HP after almost any fight. They may have taken more spell slots (cure light wounds or prayer of healing) or they may have had a large drawback in time required like short resting or long resting or possibly using rope trick or leomunds tiny hut coupled with a short rest or long rest (but you gained more than just hp with these 1hr long and 8hr long options.
3. It's not effective to use during combat. This really can't be said enough because that means it will have limited impact on how most fights play out.
4. After any given battle if party is only injured enough so that other healing options can heal them fully then healing spirit isn't any better than those spells in that instance. Basically at least 1 character has to be greatly injured for healing spirit to really be worth casting. Being a level 2 spell it isn't a great option if a couple of members of the party are only lightly damaged. It will heal them yes, but it's an expensive resource to use to do so.

If there is any contention on these points I can elaborate on any of them a lot more.

Let's look at a potential in game scenario that you think highlights healing spirit as very detrimental. You believe it's really bad in games where many encounters are meant to wear the party down. Let's look at that situation over 6-8 encounters. Assuming a party of 4 characters at level 3. I'll assume a Fighter, Rogue, Wizard, Druid.

Encounter 1 - Easy
The fighter took 7 dmg. No one else was injured.

(Healing spirit would not be used here. Instead goodberry was used)

Encounter 2 - Medium
Fighter took 10 damage. Rogue took 5.

(Looks like another good berry). The fighter will be down 2 hp from max. The rogue will be maxed.

Encounter 3 - Hard
The wizard and druid each lost 10 hp. The rogue lost 12. The fighter lost 15.

(This would be a great time for healing spirit, but the party is probably interested in a short rest at this point if possible to restore other resources than just hp). So the party short rests and primarily uses hit dice to get an adequate amount of hp.

Encounter 4 - Hard
The party again loses the same hp values as the last hard fight.

(Seeing as their was just a short rest and hit dice are low this is a good opportunity to use healing spirit). Keep in mind a life cleric at this point with prayer of healing would be almost just as effective given at healing as healing spirit).

Encounter 5 - Easy
A small amount of hp lost. Another goodberry here covers it.

Encounter 6 - Medium.
A moderate amount of hp lost. Goodberry here covers it as well.

Encounter 7 - Very Hard
Everyone is near death at the end. To get through the fight the druid casted moonbeam/spike growth. (Druid is now out of spell slots).

Party decides to long rest.

_________________________________________END SCENARIO!

Is the usage I just described of it game breaking or overpowered?
 

My assumption is that it used to be reaction healing, but someone thought it was too high of a cost and edited out and forgot to add a once per round somewhere.
 

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