After reading some posts on the forum, I decided to go through the cleric spell list to see if I could put in a few fixes to healing spells. Here is what I came up with.
[h=2]Spare the Dying[/h]0th level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous
You touch a living creature with 0 hit points. The creature stabilizes. This spell has no effect on non-living creatures (undead, constructs).
[h=2]Cure Wounds[/h]1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous
A creature touched heals a number of hit points equal to your spell casting ability modifier. Additionally, the creature may spend a hit die to regain hit points.
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.
[h=2]Healing Word[/h]1st level Necromancy
Casting Time: 1 Bonus Action
Range: 60ft
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
[h=2]Litany of Healing[/h]2nd level Necromancy
Casting Time: 1 Action
Range: 60ft
Components: VS
Duration: Concentration up to 10 Rounds
Each round a number of creatures equal to your spell casting ability modifier of your choice that you can see within range each regain 2 hit points. This spell has no effect on Undead or constructs.
If you cast this spell using a spell slot of 3rd level or higher, the number of hit points regained each round is equal to the spell slot used.
[h=2]Mass Healing Word[/h]3rd level Necromancy
Casting Time: 1 Bonus Action
Range: 60ft
Components: V
Duration: Instantaneous
As you call out words of restoration, up to a number of creatures equal to your spell casting ability modifier of your choice that you can see within range regain hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d8 for each slot level above 3rd.
[h=2]Mass Cure Wounds[/h]4th level Necromancy
Casting Time: 1 Bonus Action
Range: 30ft emanation centered on you.
Components: VS
Duration: Instantaneous
When you cast this spell, any creature within 30ft of you may spend up to four hit dice to immediately regain hit points.
If you cast this spell using a spell slot of 5th level or higher, the amount of hit dice that each creature can spend increases by 1 per spell slot level above 4.
[h=2]Heal[/h]6th level Necromancy
Casting Time: 1 s Action
Range: Touch
Components: VS
Duration: Instantaneous
A surge of positive energy washes through the creature you touch, causing it to regain 60 hit points. The spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.
[h=2]Mass Heal[/h]9th level Necromancy
Casting Time: 1 Action
Range: 500ft
Components: VS
Duration: Instantaneous
A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs.
[h=2]Spare the Dying[/h]0th level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous
You touch a living creature with 0 hit points. The creature stabilizes. This spell has no effect on non-living creatures (undead, constructs).
[h=2]Cure Wounds[/h]1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: VS
Duration: Instantaneous
A creature touched heals a number of hit points equal to your spell casting ability modifier. Additionally, the creature may spend a hit die to regain hit points.
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.
[h=2]Healing Word[/h]1st level Necromancy
Casting Time: 1 Bonus Action
Range: 60ft
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
[h=2]Litany of Healing[/h]2nd level Necromancy
Casting Time: 1 Action
Range: 60ft
Components: VS
Duration: Concentration up to 10 Rounds
Each round a number of creatures equal to your spell casting ability modifier of your choice that you can see within range each regain 2 hit points. This spell has no effect on Undead or constructs.
If you cast this spell using a spell slot of 3rd level or higher, the number of hit points regained each round is equal to the spell slot used.
[h=2]Mass Healing Word[/h]3rd level Necromancy
Casting Time: 1 Bonus Action
Range: 60ft
Components: V
Duration: Instantaneous
As you call out words of restoration, up to a number of creatures equal to your spell casting ability modifier of your choice that you can see within range regain hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d8 for each slot level above 3rd.
[h=2]Mass Cure Wounds[/h]4th level Necromancy
Casting Time: 1 Bonus Action
Range: 30ft emanation centered on you.
Components: VS
Duration: Instantaneous
When you cast this spell, any creature within 30ft of you may spend up to four hit dice to immediately regain hit points.
If you cast this spell using a spell slot of 5th level or higher, the amount of hit dice that each creature can spend increases by 1 per spell slot level above 4.
[h=2]Heal[/h]6th level Necromancy
Casting Time: 1 s Action
Range: Touch
Components: VS
Duration: Instantaneous
A surge of positive energy washes through the creature you touch, causing it to regain 60 hit points. The spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on constructs or Undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.
[h=2]Mass Heal[/h]9th level Necromancy
Casting Time: 1 Action
Range: 500ft
Components: VS
Duration: Instantaneous
A flood of Healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any effect making them Blinded or Deafened. This spell has no effect on Undead or constructs.
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