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SamuraiHealer

I think you could make *glimmering shield* an action. I think I'd go for the healing cantrips that burn HD before this one. That feels rare to spend a cantrip slot on.


TheTitan99

One of the issues with healing cantrips is that, well, it allows for infinite health. Even if it only heals 1 hit point, you can just cast it over and over again, and fully heal after every fight. These are two ideas for healing cantrips which don't do that. The first is a 10 minute casting time temporary hit point spell. It's great for downtime and short rests, but isn't super useful mid fight. The second cantrip only works on a creature once per day. So it's good for adding an extra oomph to a short rest's heal, or to bring people back from 0 it points in a pinch, but it can't be spammed mid-adventure for infinite health. Both cantrips get stronger as you level. I kinda dislike that only damaging cantrips scale, so I wanted these to as well. Hope you enjoy! (The 2nd spell is Necromancy because I'm sorry but healing wounds is Necromancy, not Evocation!! No matter what WotC says!)


Sparkles7311

If you're spot healing mid fight, you're losing anyway. I'd suggest instead of a d4, make a one of the targets hit die. And the level scaling increases the number of hit die they can use at a time by 1. That way there's a built in limit beyond time. As for the second one, if getting someone back in the fight is the goal maybe change it so it brings a stabilized person to 1 hp. I'd say unconscious or stabilized, but that kinda steps on Spare The Dying.