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5e healing cantrip
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<blockquote data-quote="Sezarious" data-source="post: 6871938" data-attributes="member: 6792106"><p>I think it's important that any cantrip that competes with the 'spare the dying' cantrip be balanced with it. Maybe a level of exhaustion is enough in exchange for 1 hp, but that still makes it more useful than 'spare the dying' by far, especially considering that if you are close to the end of a combat where one of your party nearly died, you'll probably all want a short rest at LEAST. A short rest removes a level of exhaustion.</p><p></p><p>Furthermore, in out of combat terms, if your party is run down and fleeing from some terrifying foe, YES, your 'spare the dying' cantrip may have kept your companion alive, but he's then unconcious for 1d4 hours, which is something significant that this new cantrip would negate. Instead of having to carry your companion, they can carry themselves.</p><p></p><p>This means there really needs to be another mechanic in my mind. The reason I suggested utilising concentration is because, lets face it, a cantrip that can revive an ally as a reaction once per round at 1hp would still be OP, even if they sufferred a point of exhaustion each time. More importantly, there are plenty of characters who would prefer being able to stand up after dropping to zero and move behind the line, then swap to a ranged weapon. There needs to be a risk factor to such a cantrip.</p><p></p><p>Maybe this: Forget the concentration mechanic, and as you said make it something the injured ally has to deal with. Your ally still has to make deaths saves at the appropriate times. If he/she continues to fight, then they do so at disadvantage, but if they spend their action trying to stabilise themselves, they do so at advantage. On 3 successes the 1temp hp becomes 1hp.</p><p></p><p>See, this way, the cantrip isn't better than 'spare the dying'. It's a balanced, kind of desperate last resort cantrip that can't be abused.</p></blockquote><p></p>
[QUOTE="Sezarious, post: 6871938, member: 6792106"] I think it's important that any cantrip that competes with the 'spare the dying' cantrip be balanced with it. Maybe a level of exhaustion is enough in exchange for 1 hp, but that still makes it more useful than 'spare the dying' by far, especially considering that if you are close to the end of a combat where one of your party nearly died, you'll probably all want a short rest at LEAST. A short rest removes a level of exhaustion. Furthermore, in out of combat terms, if your party is run down and fleeing from some terrifying foe, YES, your 'spare the dying' cantrip may have kept your companion alive, but he's then unconcious for 1d4 hours, which is something significant that this new cantrip would negate. Instead of having to carry your companion, they can carry themselves. This means there really needs to be another mechanic in my mind. The reason I suggested utilising concentration is because, lets face it, a cantrip that can revive an ally as a reaction once per round at 1hp would still be OP, even if they sufferred a point of exhaustion each time. More importantly, there are plenty of characters who would prefer being able to stand up after dropping to zero and move behind the line, then swap to a ranged weapon. There needs to be a risk factor to such a cantrip. Maybe this: Forget the concentration mechanic, and as you said make it something the injured ally has to deal with. Your ally still has to make deaths saves at the appropriate times. If he/she continues to fight, then they do so at disadvantage, but if they spend their action trying to stabilise themselves, they do so at advantage. On 3 successes the 1temp hp becomes 1hp. See, this way, the cantrip isn't better than 'spare the dying'. It's a balanced, kind of desperate last resort cantrip that can't be abused. [/QUOTE]
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