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Healing Spirit change
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<blockquote data-quote="cbwjm" data-source="post: 7374841" data-attributes="member: 6788732"><p>I think the general consensus is that healing spirit is broken due to out of combat trains of people walking through the spirit to heal up 10d6 hit points to each party member. I'm not sure that truly bothers me, but I was thinking about it after reading a post on Reddit, I thought it might be a cooler spell in general if, instead of casting it into a space you cast it onto a creature. I've bolded the changes</p><p></p><p><u><strong>Healing Spirit</strong></u></p><p><em>2nd-level conjuration</em> </p><p></p><p><strong>Casting Time:</strong> 1 bonus action </p><p><strong>Range:</strong> 60 feet </p><p></p><p><strong>Components:</strong> V, S </p><p></p><p><strong>Duration:</strong> Concentration, up to 1 minute </p><p></p><p>You call forth a nature spirit to soothe the wounded. <strong>The intangible spirit manifests around a creature you can see within range.</strong> The spirit looks like a transparent beast or fey (your choice). </p><p></p><p>Until the spell ends, <strong>at the start of the target's turn, they heal 2d6 hit points.</strong> The spirit can’t heal constructs or undead. </p><p></p><p>As a bonus action on your turn, you can move the spirit up to 30 feet to a creature you can see. </p><p></p><p><em><strong>At Higher Levels.</strong></em> When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. </p><p></p><p>I increased the healing by 1d6 since it is now a single target spell, 2d6 healing at the start of your turn feels a little better than 1d6. Technically, it could heal up people outside of combat fairly efficiently since the druid could use a bonus action to move it after someone has healed to get 4d6 a round but I think I'm cool with that. </p><p></p><p>What I like about this version of the spell is that it's a spirit that is attached to a target, what other spells could be created that manifest as a guardian spirit? Even if new spells aren't created there is the possibility to refluff some spells. Protection from energy, water breathing, these are spells that could manifest as a guardian spirit providing some cool imagery. Cast water breathing on your ally and the image of a nereid might silently swim along with them, protection from energy might manifest as a dragon spirit imparting part of its immunity onto the player. I like the story of calling a protective spirit to aid an ally far more than just calling a spirit and placing it in a space on the battlefield.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7374841, member: 6788732"] I think the general consensus is that healing spirit is broken due to out of combat trains of people walking through the spirit to heal up 10d6 hit points to each party member. I'm not sure that truly bothers me, but I was thinking about it after reading a post on Reddit, I thought it might be a cooler spell in general if, instead of casting it into a space you cast it onto a creature. I've bolded the changes [U][B]Healing Spirit[/B][/U] [I]2nd-level conjuration[/I] [B]Casting Time:[/B] 1 bonus action [B]Range:[/B] 60 feet [B]Components:[/B] V, S [B]Duration:[/B] Concentration, up to 1 minute You call forth a nature spirit to soothe the wounded. [B]The intangible spirit manifests around a creature you can see within range.[/B] The spirit looks like a transparent beast or fey (your choice). Until the spell ends, [B]at the start of the target's turn, they heal 2d6 hit points.[/B] The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a creature you can see. [I][B]At Higher Levels.[/B][/I] When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. I increased the healing by 1d6 since it is now a single target spell, 2d6 healing at the start of your turn feels a little better than 1d6. Technically, it could heal up people outside of combat fairly efficiently since the druid could use a bonus action to move it after someone has healed to get 4d6 a round but I think I'm cool with that. What I like about this version of the spell is that it's a spirit that is attached to a target, what other spells could be created that manifest as a guardian spirit? Even if new spells aren't created there is the possibility to refluff some spells. Protection from energy, water breathing, these are spells that could manifest as a guardian spirit providing some cool imagery. Cast water breathing on your ally and the image of a nereid might silently swim along with them, protection from energy might manifest as a dragon spirit imparting part of its immunity onto the player. I like the story of calling a protective spirit to aid an ally far more than just calling a spirit and placing it in a space on the battlefield. [/QUOTE]
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