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General Tabletop Discussion
*Dungeons & Dragons
Healing Cantrip
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<blockquote data-quote="EditorBFG" data-source="post: 6700466" data-attributes="member: 24719"><p>Maybe both then? An out of combat heal cantrip, and an in-combat temp HP one?</p><p></p><p>We would still need to limit things about to keep short rests serving their intended function, but maybe this:</p><p></p><p>Quicken Healing</p><p>Necromantic Cantrip</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Components: V, S, M (a poultice of healing herbs)</p><p>Duration: Instantaneous*</p><p>You touch an injured creature, concentrate on its wound, and watch as it is slowly healed by its own vitality. The creature may spend 1 Hit Die. Once a creature benefits from this cantrip, they cannot benefit from it again until they finish a short rest. As you gain levels, the number of Hit Dice that may be spent increases: At 5th level, the creature may spend 2 Hit Dice, at 11th level they may spend 3, and at 17th level they may spend 4.</p><p></p><p>Stitch</p><p>Necromantic cantrip</p><p>Casting Time: 1 Action</p><p>Range: Touch</p><p>Components: V, S, M (A piece of dried sinew)</p><p>Duration: Instantaneous*</p><p>You touch an injured creature, concentrate on the wound, and grant them a quick and temporary relief from harm they have suffered. The applied sinew magically stitches wounds closed, grafts over burns and otherwise protects the creature from its injuries worsening. The creature gains 1d6 temporary hit points.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 6700466, member: 24719"] Maybe both then? An out of combat heal cantrip, and an in-combat temp HP one? We would still need to limit things about to keep short rests serving their intended function, but maybe this: Quicken Healing Necromantic Cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (a poultice of healing herbs) Duration: Instantaneous* You touch an injured creature, concentrate on its wound, and watch as it is slowly healed by its own vitality. The creature may spend 1 Hit Die. Once a creature benefits from this cantrip, they cannot benefit from it again until they finish a short rest. As you gain levels, the number of Hit Dice that may be spent increases: At 5th level, the creature may spend 2 Hit Dice, at 11th level they may spend 3, and at 17th level they may spend 4. Stitch Necromantic cantrip Casting Time: 1 Action Range: Touch Components: V, S, M (A piece of dried sinew) Duration: Instantaneous* You touch an injured creature, concentrate on the wound, and grant them a quick and temporary relief from harm they have suffered. The applied sinew magically stitches wounds closed, grafts over burns and otherwise protects the creature from its injuries worsening. The creature gains 1d6 temporary hit points. [/QUOTE]
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