By choosing the Witherbloom Student background and taking Cure Wounds as your 1st level Spell Mastery, do you get a healing spell that you can spam at will? It seems to check out but I want to make sure.
Secondary question, is there any other way to get infinite healing? (As in, no resources cost other than the action it takes to do so) I think you could do the same thing with the Boon of Spell Mastery and a Divine Soul/Celestial, but Epic Boons are a very niche thing to get
If you mean to combo with the 18th level Wizard Spell Mastery feature then I guess yeah, in theory it allows unlimited healing. However this is caveated with the fact that it's cast at only 1st level, so you're limited to only 1d8+INT per round, so not much use in combat, and it's going to take a while to fully heal the party out of combat.
But that's pretty high level play, which most campaigns won't make it to, and which I don't think Strixhaven is designed for (like a lot of campaigns I think it's aimed at levels 1-10 or so)?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
You could also do this the the Artificer Initiate Feat.
How does that grant infinite healing?
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Gives the wizard cure wounds that uses Int as the casting ability and can use it just as you do any other wizard spell. At 18th level, poof, infinity healing.
I could see a DM not allowing you to transcribe it into your spell book, but since it is an Arcane version of the spell that the wizard knows, I don't see why you couldn't.
There's also option of Mark of Healing Halfling to add cure wounds as a Wizard spell.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
You could also do this the the Artificer Initiate Feat.
Sadly, that wouldn't work,
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. ...
By choosing the Witherbloom Student background and taking Cure Wounds as your 1st level Spell Mastery, do you get a healing spell that you can spam at will? It seems to check out but I want to make sure.
Secondary question, is there any other way to get infinite healing? (As in, no resources cost other than the action it takes to do so) I think you could do the same thing with the Boon of Spell Mastery and a Divine Soul/Celestial, but Epic Boons are a very niche thing to get
I'd still rule that cure wounds would still be learned as a spell of the classes that it is typically available for and that it isn't an option for wizards' spell mastery,
There's also option of Mark of Healing Halfling to add cure wounds as a Wizard spell.
Spell mastery specifics a Wizard spell and neither Artificer Initiate Feat nor the Hafling Mark of Healing add the spell to your wizard spell list. Only the Witherbloom background/feat does it with cure wounds. Ravenica does the same type of thing but with other spells.
Although, personally, I don't see the issue with wizards having cure wounds or lesser restoration.
After rereading it you're right, but it specifies wis as spellcasting stat. However if it is in your spellbook and you cast with a spellslot instead of feat do you cast with Int?
The wisdom as a spell casting stat is specific to the Healing Touch trait, granting the pc extra castings of those spells 1/long each without dipping into the actual spell slots. Scribing the spell into the spell book of the wizard pc would allow you to cast it with Int. as normal.
Gives the wizard cure wounds that uses Int as the casting ability and can use it just as you do any other wizard spell. At 18th level, poof, infinity healing.
I could see a DM not allowing you to transcribe it into your spell book, but since it is an Arcane version of the spell that the wizard knows, I don't see why you couldn't.
It's not on the wizard spell list, so you can't scribe it into your spellbook unless you're a mark of healing halfling or witherbloom student, since those are the only two ways to add it to the wizard spell list. A DM could allow it otherwise, but beyond those two options that's a house rule.
If you want to get infinite healing without the overly complicated stuff, you can always go Divination Wizard (which is an amazing subclass as is). You only need to somehow be able to cast Cure Wounds/Healing Word/Goodberry with your own spell slots (Feats, Multiclassing, etc.), even if it doesn't count as a Wizard spell for you, and take Mind Spike as your level 2 Spell Mastery at Wizard level 18. Since divination wizards get spells slots of a lower level back when they cast a divination spell of the 2nd-5th level (which Mind Spike is), you not only have infinite healing now, but also infinite 1st level spell slots.
If you want to get infinite healing without the overly complicated stuff, you can always go Divination Wizard (which is an amazing subclass as is). You only need to somehow be able to cast Cure Wounds/Healing Word/Goodberry with your own spell slots (Feats, Multiclassing, etc.), even if it doesn't count as a Wizard spell for you, and take Mind Spike as your level 2 Spell Mastery at Wizard level 18. Since divination wizards get spells slots of a lower level back when they cast a divination spell of the 2nd-5th level (which Mind Spike is), you not only have infinite healing now, but also infinite 1st level spell slots.
This does not work.
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
You have to use a spell slot to regain a spell slot. With Spell Mastery you do not use spell slots for your chosen spells.
Oh damn, I must've read that part a thousand times and still didn't notice. Thanks for the clarification. Guess I'm going for Chronurgy Wizard this time
Still, it's 100% possible and legal to get infinite healing by getting Cure Wounds while being a Witerbloom Student background Wizard
The issue there is still that the Witherbloom Student background is for a Strixhaven campaign, it's not intended for general use (as backgrounds that give free feats are always superior to ones that don't), so a DM is unlikely to allow it unless everyone takes one (or others get a free feat).
So it's only legal in the sense that it's possible, it's far from guaranteed. Artificer Initiate is the better option because it is intended for general use, and has to be taken as any other feat would be, and it doesn't have the same restrictions as Magic Initiate does (can't cast a spell using spell slots unless you're picking from your own spell list, i.e- Magic Initiate (Wizard) on a Wizard).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Still, it's 100% possible and legal to get infinite healing by getting Cure Wounds while being a Witerbloom Student background Wizard
The issue there is still that the Witherbloom Student background is for a Strixhaven campaign, it's not intended for general use (as backgrounds that give free feats are always superior to ones that don't), so a DM is unlikely to allow it unless everyone takes one (or others get a free feat).
So it's only legal in the sense that it's possible, it's far from guaranteed. Artificer Initiate is the better option because it is intended for general use, and has to be taken as any other feat would be, and it doesn't have the same restrictions as Magic Initiate does (can't cast a spell using spell slots unless you're picking from your own spell list, i.e- Magic Initiate (Wizard) on a Wizard).
I think you're assuming a limitation that isn't there. While magic initiate doesn't say you can use spell slots (they added more precise wording in later feats like Shadow Touched and Fey touched) it does add the spell to you spell list and you can cast spells on your spell list from available and level appropriate spell slots. It does specify the spell casting ability score so that is a limitation.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
By choosing the Witherbloom Student background and taking Cure Wounds as your 1st level Spell Mastery, do you get a healing spell that you can spam at will? It seems to check out but I want to make sure.
Secondary question, is there any other way to get infinite healing? (As in, no resources cost other than the action it takes to do so) I think you could do the same thing with the Boon of Spell Mastery and a Divine Soul/Celestial, but Epic Boons are a very niche thing to get
If you mean to combo with the 18th level Wizard Spell Mastery feature then I guess yeah, in theory it allows unlimited healing. However this is caveated with the fact that it's cast at only 1st level, so you're limited to only 1d8+INT per round, so not much use in combat, and it's going to take a while to fully heal the party out of combat.
But that's pretty high level play, which most campaigns won't make it to, and which I don't think Strixhaven is designed for (like a lot of campaigns I think it's aimed at levels 1-10 or so)?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
You could also do this the the Artificer Initiate Feat.
She/Her College Student Player and Dungeon Master
How does that grant infinite healing?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Gives the wizard cure wounds that uses Int as the casting ability and can use it just as you do any other wizard spell. At 18th level, poof, infinity healing.
I could see a DM not allowing you to transcribe it into your spell book, but since it is an Arcane version of the spell that the wizard knows, I don't see why you couldn't.
She/Her College Student Player and Dungeon Master
Ah I see. And yeah I'd allow it, personally.
There's also option of Mark of Healing Halfling to add cure wounds as a Wizard spell.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Sadly, that wouldn't work,
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
...
I'd still rule that cure wounds would still be learned as a spell of the classes that it is typically available for and that it isn't an option for wizards' spell mastery,
Cure Wounds
Spell mastery specifics a Wizard spell and neither Artificer Initiate Feat nor the Hafling Mark of Healing add the spell to your wizard spell list. Only the Witherbloom background/feat does it with cure wounds. Ravenica does the same type of thing but with other spells.
Although, personally, I don't see the issue with wizards having cure wounds or lesser restoration.
Mark of Healing adds the spells to the classes spell list.
After rereading it you're right, but it specifies wis as spellcasting stat. However if it is in your spellbook and you cast with a spellslot instead of feat do you cast with Int?
The wisdom as a spell casting stat is specific to the Healing Touch trait, granting the pc extra castings of those spells 1/long each without dipping into the actual spell slots. Scribing the spell into the spell book of the wizard pc would allow you to cast it with Int. as normal.
It's not on the wizard spell list, so you can't scribe it into your spellbook unless you're a mark of healing halfling or witherbloom student, since those are the only two ways to add it to the wizard spell list. A DM could allow it otherwise, but beyond those two options that's a house rule.
If you want to get infinite healing without the overly complicated stuff, you can always go Divination Wizard (which is an amazing subclass as is). You only need to somehow be able to cast Cure Wounds/Healing Word/Goodberry with your own spell slots (Feats, Multiclassing, etc.), even if it doesn't count as a Wizard spell for you, and take Mind Spike as your level 2 Spell Mastery at Wizard level 18. Since divination wizards get spells slots of a lower level back when they cast a divination spell of the 2nd-5th level (which Mind Spike is), you not only have infinite healing now, but also infinite 1st level spell slots.
Artificier initiate feat. That way cure wounds is an INT spell.
This does not work.
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
You have to use a spell slot to regain a spell slot. With Spell Mastery you do not use spell slots for your chosen spells.
Oh damn, I must've read that part a thousand times and still didn't notice. Thanks for the clarification. Guess I'm going for Chronurgy Wizard this time
Still, it's 100% possible and legal to get infinite healing by getting Cure Wounds while being a Witerbloom Student background Wizard
The issue there is still that the Witherbloom Student background is for a Strixhaven campaign, it's not intended for general use (as backgrounds that give free feats are always superior to ones that don't), so a DM is unlikely to allow it unless everyone takes one (or others get a free feat).
So it's only legal in the sense that it's possible, it's far from guaranteed. Artificer Initiate is the better option because it is intended for general use, and has to be taken as any other feat would be, and it doesn't have the same restrictions as Magic Initiate does (can't cast a spell using spell slots unless you're picking from your own spell list, i.e- Magic Initiate (Wizard) on a Wizard).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I think you're assuming a limitation that isn't there. While magic initiate doesn't say you can use spell slots (they added more precise wording in later feats like Shadow Touched and Fey touched) it does add the spell to you spell list and you can cast spells on your spell list from available and level appropriate spell slots. It does specify the spell casting ability score so that is a limitation.