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General Tabletop Discussion
*Dungeons & Dragons
How should Healing Blossoms and Wild Companion be improved, if they were alternatives to Wildshape?
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<blockquote data-quote="Chaosmancer" data-source="post: 8950124" data-attributes="member: 6801228"><p>Heh, I was just about to make a thread asking about ways to improve Healing Blossoms. </p><p></p><p>The Wild Companion is trickier for me, because it is already fairy powerful. If the Druid wanted to focus on that use of Channel Nature, I would allow it increase the level of the spell cast (as that is currently unclear) but it is a decent use to get a scout who can make some very weak attacks as a reaction. </p><p></p><p>Improving the Companion could get complex, but it would have to be looked at carefully, since it is already designed to be fairly mutable and scale with spell level. And focusing on the Familiar spell is a thing they've specifically called out for warlocks.</p><p></p><p></p><p>Healing Blossoms... I just don't know. It really, really sucks.</p><p></p><p>Currently it is an action to heal between 3d4 and 5d4 health, or 7 to 12 health on average. This is short range, and it isn't really an AOE heal either. I mean, take a look at Aid. Aid gives up to six creatures 5 temp hp, and that is gained at level 3. That is 30 effective healing. The level 20 Druid who rolls max on Healing blossoms can only hand out 20 healing to the party, which if you have 6 people is 3 hp for most of them. Does anyone think an action to heal 3 hp is worth anything even as low as 7th level? </p><p></p><p>Mass Healing Word? 3rd level spell, is a bonus action, average 7 hp to 6 targets, or 42 effective hp. </p><p></p><p>The closest equivalent to Healing Blossoms is actually Preserve Life, which is 5 times cleric level, so starts at a pool of 30 and maxes at a pool of 100, but it also hits ALL targets within 30 ft, not just a group in a 10 ft radius within 30 ft. </p><p></p><p>[USER=57043]@Vael[/USER] 's suggestion... I don't think it really makes a big enough difference. 3d6 to 5d6 is still low, only 10 to 17, and the d8s bring us to 13 to 22. We are still maxing out far below equivalent options. Because, let us say you rolled those d8's and you got a nice round 21 hp. That is 7 hp to three targets. That isn't going to do anything when you are dealing with enemies that hit for 15 to 20 damage a turn. </p><p></p><p>For a baseline, I could see something like wid mod + level, that takes us from 4d4 to 25d4, or 10 to 62. Assume three targets, that is 3 to 20 healing for an action. That could actually be useful, though it still starts out too weak. </p><p></p><p>As for improving it for a subclass, allow the healing to remove status conditions, allow them to grant buffs to ac or speed, there is a lot of room to make a support druid who can buff their allies with this ability.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8950124, member: 6801228"] Heh, I was just about to make a thread asking about ways to improve Healing Blossoms. The Wild Companion is trickier for me, because it is already fairy powerful. If the Druid wanted to focus on that use of Channel Nature, I would allow it increase the level of the spell cast (as that is currently unclear) but it is a decent use to get a scout who can make some very weak attacks as a reaction. Improving the Companion could get complex, but it would have to be looked at carefully, since it is already designed to be fairly mutable and scale with spell level. And focusing on the Familiar spell is a thing they've specifically called out for warlocks. Healing Blossoms... I just don't know. It really, really sucks. Currently it is an action to heal between 3d4 and 5d4 health, or 7 to 12 health on average. This is short range, and it isn't really an AOE heal either. I mean, take a look at Aid. Aid gives up to six creatures 5 temp hp, and that is gained at level 3. That is 30 effective healing. The level 20 Druid who rolls max on Healing blossoms can only hand out 20 healing to the party, which if you have 6 people is 3 hp for most of them. Does anyone think an action to heal 3 hp is worth anything even as low as 7th level? Mass Healing Word? 3rd level spell, is a bonus action, average 7 hp to 6 targets, or 42 effective hp. The closest equivalent to Healing Blossoms is actually Preserve Life, which is 5 times cleric level, so starts at a pool of 30 and maxes at a pool of 100, but it also hits ALL targets within 30 ft, not just a group in a 10 ft radius within 30 ft. [USER=57043]@Vael[/USER] 's suggestion... I don't think it really makes a big enough difference. 3d6 to 5d6 is still low, only 10 to 17, and the d8s bring us to 13 to 22. We are still maxing out far below equivalent options. Because, let us say you rolled those d8's and you got a nice round 21 hp. That is 7 hp to three targets. That isn't going to do anything when you are dealing with enemies that hit for 15 to 20 damage a turn. For a baseline, I could see something like wid mod + level, that takes us from 4d4 to 25d4, or 10 to 62. Assume three targets, that is 3 to 20 healing for an action. That could actually be useful, though it still starts out too weak. As for improving it for a subclass, allow the healing to remove status conditions, allow them to grant buffs to ac or speed, there is a lot of room to make a support druid who can buff their allies with this ability. [/QUOTE]
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How should Healing Blossoms and Wild Companion be improved, if they were alternatives to Wildshape?
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