Stormonu
NeoGrognard
Most of my players are used to the older editions, and this is the first time I've run a cleric in 5E. To try something different, I went with Healing Word instead of Cure Wounds for my cleric. So far, only have played one session, but my experience sure makes me feel like 5E decided to beat down healing magic and real took a dislike to Cure Wounds.
For quick comparison, Healing Word heals only 1d4 + mod, but it's a bonus action and has a range of 60 feet. It's a great spell for getting fallen allies back up on their feet while still allowing the character to get an attack in (can use a cantrip attack spell or weapon). The downside is the 1d4 hp healed, and +1d4 hp/spell level when upcast means it will quickly get outstripped by Cure Wounds.
Cure Wounds takes an action, is a touch spell and heals 1d8 + mod. It's clearly designed for out-of-combat use. It requires you to be in contact with the target, takes your action and doesn't heal enough to get ahead of monster attacks.
Before I actually implement anything in my own games, I'd like to get thoughts on how the two spells are actually used in your game.
At this time, these are my thoughts for spell changes:
Cure Wounds: change Range 30 (or 15?) feet, in addition to the normal healing, the target can also choose to expend hit dice to heal up to the level of the spell (thus casting it as a 4th level spell would heal the target 4d8+mod, and the target could also use up to 4 hit dice to heal more damage). This lets it scale better to damage dealing magic and abilities, without upsetting overall daily healing too terribly much.
Healing Word: heals 1d6 / spell level + mod, 1d4 is a bit too anemic considering the bump in hit points classes got.
For quick comparison, Healing Word heals only 1d4 + mod, but it's a bonus action and has a range of 60 feet. It's a great spell for getting fallen allies back up on their feet while still allowing the character to get an attack in (can use a cantrip attack spell or weapon). The downside is the 1d4 hp healed, and +1d4 hp/spell level when upcast means it will quickly get outstripped by Cure Wounds.
Cure Wounds takes an action, is a touch spell and heals 1d8 + mod. It's clearly designed for out-of-combat use. It requires you to be in contact with the target, takes your action and doesn't heal enough to get ahead of monster attacks.
Before I actually implement anything in my own games, I'd like to get thoughts on how the two spells are actually used in your game.
At this time, these are my thoughts for spell changes:
Cure Wounds: change Range 30 (or 15?) feet, in addition to the normal healing, the target can also choose to expend hit dice to heal up to the level of the spell (thus casting it as a 4th level spell would heal the target 4d8+mod, and the target could also use up to 4 hit dice to heal more damage). This lets it scale better to damage dealing magic and abilities, without upsetting overall daily healing too terribly much.
Healing Word: heals 1d6 / spell level + mod, 1d4 is a bit too anemic considering the bump in hit points classes got.