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Healing Spirit change
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<blockquote data-quote="5ekyu" data-source="post: 7375449" data-attributes="member: 6919838"><p>As a bonus action spell leveled right between healing word and mass healing word it looks clearly better than both of them in terms of total healing... but it eats a concentration slot and does it more slowly. </p><p></p><p>Consider:</p><p>1 Action to cast - concentration up to 1m</p><p>Cleric on casting ties spirit to creature - spirit rides the target.</p><p>Whenever a creature is being ridden by the spirit they regain 1d6 HP at the start of their turns. The spirit stays there until the spell ends or it flees. </p><p>If a ridden creature takes damage, the spirit may flee. Roll d20, 1-10 the spirit flees. if the damage is caused by an ally, the sprit flees automatically and refuses to return - spell ends.</p><p>As a bonus action on their turn the cleric can recall a spirit which had fled and assign it to a **new** target - a spirit will not go back to a target it has fled during this casting.</p><p>Scaling - if cast as higher level spell, the cleric *may but is not required to* add +2 to the flee roll for each level up. there are no dice of healing gained - just a better chance the spirit sticks it out when hurt.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7375449, member: 6919838"] As a bonus action spell leveled right between healing word and mass healing word it looks clearly better than both of them in terms of total healing... but it eats a concentration slot and does it more slowly. Consider: 1 Action to cast - concentration up to 1m Cleric on casting ties spirit to creature - spirit rides the target. Whenever a creature is being ridden by the spirit they regain 1d6 HP at the start of their turns. The spirit stays there until the spell ends or it flees. If a ridden creature takes damage, the spirit may flee. Roll d20, 1-10 the spirit flees. if the damage is caused by an ally, the sprit flees automatically and refuses to return - spell ends. As a bonus action on their turn the cleric can recall a spirit which had fled and assign it to a **new** target - a spirit will not go back to a target it has fled during this casting. Scaling - if cast as higher level spell, the cleric *may but is not required to* add +2 to the flee roll for each level up. there are no dice of healing gained - just a better chance the spirit sticks it out when hurt. [/QUOTE]
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