D&D 5E Healing Spells Fixed

You have a pluralization error in the description, then. If you can only spend one hit die, then that solves the inconsistency issue pretty well.

It was not intended as such. The thing is, I could figure out the correct spell to cast in any given situation, but it would require calculating out each equation independently in my head in order to compare them. There is still a correct answer for every situation, but that answer changes based on a bunch of known variables.

Why would I want to play a game that asks me to do a bunch of extra math, after I've already decided that I want to cast a healing spell? Deciding to cast a healing spell (as opposed to casting a buff spell, attack, or some other option) was already the interesting choice to be made for the round. You've added a bunch of unnecessary complexity that slows the game down to no real benefit.

Somewhat fair. When designing these spells I wanted each one to be good in a different situation. Here is how I break it down in my own head.

Healing Word (Mass): I don't want to waste my Action.
Cure Wounds: I want to heal a lot of damage fast, but at a cost.
Litany of healing: Heals a lot but is much safer to use outside of combat.
Mass Cure Wounds: I want to heal the entire party and don't care about the costs...
Heal: I want reliable healing without a cost.
Mass Heal: Best healing spell.
 

log in or register to remove this ad

I feel like the upcast cure wounds spell is too good. It seems almost bound to heal significantly more than Heal if cast at the same spell level. Now, I see Heal also removes some conditions but I don't think feel like that's enough.

I'd have an upcast cure wounds let the target spend more hit dice (equal to the slot used) instead of just multiplying the healing. Each Hit Die would get the spellcasting mod added in, still, of course.

That may feel like too heavy a cost on the one being healed, though.
 

I think the recipient should only be allowed to spend more hit dice per upcast level of cure wounds, do more healing comes at higher cost. In my game I only allow 1 hit die spent on a single healing spell and don't allow to add constitution modifier. This is still a significant boost to in combat healing.
 

This Spare the Dying is massively more potent than the PHB version.

You can now keep the front line fighter bouncing between 0 and 1 HP indefinitely as long as the opponents can't kill the fighter with a single attack. Not unkillable, but at very low levels it's incredibly potent.
 

Not so much 'fixed' as broken badly. I can get beyond the school change to necromancy, tho I personally don't think it belongs there. But spare the dying granting 1 HP? Whats the point of death saves? The rest of it looks equally broken.

It'd be more fruitful to share the design concept you find lacking and how your 'fix' is better.
 


Not so much 'fixed' as broken badly. I can get beyond the school change to necromancy, tho I personally don't think it belongs there. But spare the dying granting 1 HP? Whats the point of death saves? The rest of it looks equally broken.

It'd be more fruitful to share the design concept you find lacking and how your 'fix' is better.

Thanks for the response. I changed spare the dying as other posters suggested.

The biggest problem I had was the Cure Wounds spell. Its pretty useless when compared to healing word.

Prayer of healing was a good concept for a spell (heals alot of damage outside of combat), but I wanted something that could also be used inside combat, in a pinch.
 


Somewhat fair. When designing these spells I wanted each one to be good in a different situation. Here is how I break it down in my own head.

Healing Word (Mass): I don't want to waste my Action.
Cure Wounds: I want to heal a lot of damage fast, but at a cost.
Litany of healing: Heals a lot but is much safer to use outside of combat.
Mass Cure Wounds: I want to heal the entire party and don't care about the costs...
Heal: I want reliable healing without a cost.
Mass Heal: Best healing spell.

I think you've hit your target now. Nice job.
 

I think the recipient should only be allowed to spend more hit dice per upcast level of cure wounds, do more healing comes at higher cost. In my game I only allow 1 hit die spent on a single healing spell and don't allow to add constitution modifier. This is still a significant boost to in combat healing.

I found healing word to be a good spell, but Cure wounds was pretty useless in comparison, it only heals an average of 2hp more per level. Cure Wounds needs a boost if it is going to be an alternative to healing word.
 

Remove ads

Top