D&D 5E Homebrew Healing Spell Discussion

Zolst

First Post
So I run a 5th edition D&D group. My player who runs a cleric and I are currently arguing over a home brewed spell that I created for him. Tell me what you think. It goes like this:


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Casting Time: 1 Action
Range: 30 feet
Component: V,S,Focus (holy symbol)
Duration: 1 Minute (Concentration)

The caster pulls health from one party member and gives it to another, but at a price.


Choose a willing target and a recipient. Both must be within 30 feet of the caster, but not necessarily of one another. The willing target loses 1d4+(caster's WIS modifier) hit points and the recipient gains the same amount of hit points minus (1/2 caster’s WIS modifier rounded down). For the duration, as an action, the caster may repeat this process once per round. Optionally, a new willing target and/or recipient may be chosen. The caster can be the target, but cannot be the recipient.

At Higher Levels: The caster may use a higher spell slot to increase the die type.
1st level slot - d4
2nd level slot - d6
3rd level slot - d8
4th level slot - d10(max)
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The spell is supposed to be comparable to Heroism and other first level healing spells. It's designed to transfer hit points from party members who aren't in danger to party members who are getting beat on.


Your thoughts?
 

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. . . the recipient gains the same amount of hit points minus (1/2 caster’s WIS modifier rounded down) . . .

Your thoughts?
That bit seems like unecessary fiddly math.

Why not just a straight transfer without any loss? Or if you feel like there ought to be some loss just make -1.
 

You could up it to level two and have it work like a shield golem. A target creature gains resistance to all damage, and whenever that creature loses HP the second willing creature loses the same amount.

Sent from my MT2L03 using EN World mobile app
 

That bit seems like unecessary fiddly math.

Why not just a straight transfer without any loss? Or if you feel like there ought to be some loss just make -1.

Agreed. Wouldn't even use the -1.

The "price" should be your spell slot, action, and pal's HP. TBH even that seems too steep; currently playing a healbot and I can't see myself ever using this.
 

I can't see myself ever using this.

I thought that at first, too - after all the healing as written is less than healing word - but I realized I might find a use for it since it can theoretically heal 10 times for the cost of one slot.
 

I thought that at first, too - after all the healing as written is less than healing word - but I realized I might find a use for it since it can theoretically heal 10 times for the cost of one slot.

Assuming you are able to maintain concentration, don't need that concentration for another spell, and the fight is easy enough that you feel safe draining someone's HP.
 


Let's see: It takes an action each round and heals less then a bonus action spell that doesn't need to take it from anywhere. It interferes with other concentration spells like bless or sacred guardian. Oh, and depending on the HPs of the characters may not be able to be done to the end of concentration because it will drop the one giving up HPs.

It also doesn't have the wording that everything like this does that the damage can't be resisted or reduced.

Wow, wouldn't use it as a player for the first parts, and wouldn't give it out as a DM for the second part.

Okay, comparing to heroism - it heals (at 1st) d4+(WIS/2) HP instead of (WIS) tHP. At WIS 18 this is half a point better, at WIS 20 it's half a point worse. The cost difference is an action every turn, and harming one of your teammates by more then you are healing. WAY WAY overpriced.
 

I rewrote cure wounds and came up with this. I had the same idea about adding a cost...

Cure Wounds
1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous

A creature touched may immediately spend a hit die to recover hit points. The character recovers the maximum possible from their hit die (i.e. 10 on a d10) and adds your spell casting ability modifier to the amount of damage healed.

If you use a spell slot of 2nd level or higher to cast this spell, The recipient can spend a number of hit die equal to the spell level. All hit dice are maximized and add your spell casting ability modifier.
 

I rewrote cure wounds and came up with this. I had the same idea about adding a cost...

Cure Wounds
1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous

A creature touched may immediately spend a hit die to recover hit points. The character recovers the maximum possible from their hit die (i.e. 10 on a d10) and adds your spell casting ability modifier to the amount of damage healed.

If you use a spell slot of 2nd level or higher to cast this spell, The recipient can spend a number of hit die equal to the spell level. All hit dice are maximized and add your spell casting ability modifier.

I like it, that's an interesting take on healing, and a neat use of the rules. Not strictly better than core cure wounds, not strictly worse, good design.
 

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