Check out my feat called "Healing Wave" and let me know what you think. I made it especially as a way to address the problem of overcasting Cure Wounds on a Celestial Warlock, but of course, other healer will definitely also benefit from a feat that can heal several targets at once. The way that it is written, it does require allies to stay close together, so possibly it is not combat viable. That is by design, since there absolutely should be tactical depth in deciding if you want to go with Cure Wounds, Healing Word or a broader mass heal effect (if it is available to you, that is). Healing Wave basically just allows you to distribute healing as you like among beneficiaries, which is also a good way to make sure you don't waste healing on one individual.
The phrase “you roll the total hit points healed as usual” makes this too specific to celestial warlocks. I suggest making a second level spell called Healing Wave with the rules laid out in the feat.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
This feat gives one of your 1st-level spells a little more versatility. That is not worth a feat. I would change it to something along the lines of the following:
You learn the cure wounds spell and can cast it at 2nd level. Your spellcasting ability for it is your choice of Intelligence, Wisdom, or Charisma. Once you cast it, you must finish a long rest before you can cast it again using this feat.
When you cast cure wounds, its range increases to 30 feet and you can divide the healing as you choose among any number of creatures within 5 feet of each other.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I like to underpower my rules. Probably it could be made better by waving the spell level requirement, but I'm skeptical, to say the least. I agree that it could maybe also teach the spell, but don't forget that Magic Initiate already does that. I don't want to infringe on that feat's territory. I want to create a feat that is similar in scope to what Elemental Substitution did back in 3.5
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The problem would be that the spell isn't supposed to be on the general Warlock list. I would need it to be on the Celestial Warlock expanded spelllist, but that's not my domain to interfere with. Basically I like my changes to be modular and possibly expanding existing material in interesting ways.
I like to underpower my rules. Probably it could be made better by waving the spell level requirement, but I'm skeptical, to say the least. I agree that it could maybe also teach the spell, but don't forget that Magic Initiate already does that. I don't want to infringe on that feat's territory. I want to create a feat that is similar in scope to what Elemental Substitution did back in 3.5
In 3.5, you got free feats every few levels. In 5e, you have to sacrifice an Ability Score Increase--+2 to one ability score of your choice or +1 each to two of your choice--to get a feat.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I know. Yet I am explaining why I want to stay within that paradigm. It might be helpful to also buff Cure Wounds, but I don't think adding the spell to the feat is the cleanest solution. It is totally fine for a feat to have a prerequisite like "being able to cast Cure Wounds at 2nd level", that's not unreasonable. Maybe the buff could be that the casting modifier is applied once for each target that is healed, but that's already very high powered in my opinion.
You could consider adding a +1 bonus to the user's choice of INT, WIS or CHA? That's the standard approach taken by Wizards of the Coast design team when they feel a feat is a bit underwhelming otherwise. It means it's effectively half the cost as you still get a +1 to a relevant stat.
Here's a different take. I know there are spells (even homebrew spells) that have a very similar effect, but they are usually for clerics, so I cannot use them. I instead propose this healing feat to modify Cure Wounds.
Healing Radiance
Prerequisite: You must be able to cast Cure Wounds
You gain your choice of +1 to either Charisma, Intelligence or Wisdom.
When you cast Cure Wounds, you do not need to designate a target. Instead the healing points are stored as Healing Radiance. You can hold this special repertoire of healing for up to one hour or until you lose concentration on this spell-like ability.
As a bonus action on your turn, you can select a target within 30ft of you and spend Healing Radiance points to make them regain hit points up to your Spellcasting modifier. Instead, you can spend an action to touch a willing target and discharge your remaining Healing Radiance to heal them instantly by the designated amount. 1 point of Healing Radiance is 1 point of hit points restored.
When this spell-like ability ends or you lose concentration, all Healing Radiance held is lost.
I like that this time this feat is usable from Level 1; like through use of the Variant Human. Even a Level 1 Cure Wounds benefits from the ability to dispense healing accurately and over a distance. And since it's a feat, it does not compete with Healing Word (which also heals for more)
Thanks! I will wait till the ability bonuses are available correctly (so far there is no option for cha/int/wis picks, only with dex added), then I'll make it public.
EDIT: I have really odd players. They want to play characters that suck. so, one of my players asked if he can "**** up healing occasionally", so I made a variant of the above feat for him:
Experimental Healing
Prerequisite: You must be able to cast Cure Wounds
You gain a +1 bonus to either Charisma, Intelligence or Wisdom.
When you cast Cure Wounds, you do not need to designate a target. Instead the healing points are stored as Healing Radiance. You can hold this special repertoire of healing for up to one hour or until you lose concentration on this spell-like ability.
As a bonus action on your turn, you can select a target within 30ft of you and roll 1d8 to make them regain hit points. Your storage of Healing Radiance is depleted by the amount you rolled. If you expend more healing than you have remaining charge, the target is healed but suffers two levels of Exhaustion and is knocked prone. Instead, you can spend an action to touch a willing target and discharge your Healing Radiance to heal them instantly by the remaining amount.
When this spell ends or you lose concentration, all Healing Radiance held is lost.
I'm not going to publish this version tho, since it's generally BAAAAAD, but he wants it.
Check out my feat called "Healing Wave" and let me know what you think. I made it especially as a way to address the problem of overcasting Cure Wounds on a Celestial Warlock, but of course, other healer will definitely also benefit from a feat that can heal several targets at once. The way that it is written, it does require allies to stay close together, so possibly it is not combat viable. That is by design, since there absolutely should be tactical depth in deciding if you want to go with Cure Wounds, Healing Word or a broader mass heal effect (if it is available to you, that is). Healing Wave basically just allows you to distribute healing as you like among beneficiaries, which is also a good way to make sure you don't waste healing on one individual.
https://www.dndbeyond.com/characters/feats/6136-healing-wave
Let me know what you think, I'd be honored if you added it to your collection.
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
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The phrase “you roll the total hit points healed as usual” makes this too specific to celestial warlocks. I suggest making a second level spell called Healing Wave with the rules laid out in the feat.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
That way I couldn’t use it tho, so why should I propose that?
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
This feat gives one of your 1st-level spells a little more versatility. That is not worth a feat. I would change it to something along the lines of the following:
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I like to underpower my rules. Probably it could be made better by waving the spell level requirement, but I'm skeptical, to say the least. I agree that it could maybe also teach the spell, but don't forget that Magic Initiate already does that. I don't want to infringe on that feat's territory. I want to create a feat that is similar in scope to what Elemental Substitution did back in 3.5
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The problem would be that the spell isn't supposed to be on the general Warlock list. I would need it to be on the Celestial Warlock expanded spelllist, but that's not my domain to interfere with. Basically I like my changes to be modular and possibly expanding existing material in interesting ways.
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I know. Yet I am explaining why I want to stay within that paradigm. It might be helpful to also buff Cure Wounds, but I don't think adding the spell to the feat is the cleanest solution. It is totally fine for a feat to have a prerequisite like "being able to cast Cure Wounds at 2nd level", that's not unreasonable. Maybe the buff could be that the casting modifier is applied once for each target that is healed, but that's already very high powered in my opinion.
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
You could consider adding a +1 bonus to the user's choice of INT, WIS or CHA? That's the standard approach taken by Wizards of the Coast design team when they feel a feat is a bit underwhelming otherwise. It means it's effectively half the cost as you still get a +1 to a relevant stat.
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that's a perfect idea, I will add that to a revised version, thanks so much! :)
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
Here's a different take. I know there are spells (even homebrew spells) that have a very similar effect, but they are usually for clerics, so I cannot use them. I instead propose this healing feat to modify Cure Wounds.
I like that this time this feat is usable from Level 1; like through use of the Variant Human. Even a Level 1 Cure Wounds benefits from the ability to dispense healing accurately and over a distance. And since it's a feat, it does not compete with Healing Word (which also heals for more)
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
This new version looks much improved to me, and much more widely attractive instead of niche. Nice job.
Thanks! I will wait till the ability bonuses are available correctly (so far there is no option for cha/int/wis picks, only with dex added), then I'll make it public.
EDIT: I have really odd players. They want to play characters that suck. so, one of my players asked if he can "**** up healing occasionally", so I made a variant of the above feat for him:
I'm not going to publish this version tho, since it's generally BAAAAAD, but he wants it.
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!
Healing Radiance is now live and approved. Have fun!
Zev Georg Mir, creator of Michtim: Fluffy Adventures
Game Designer, Storyteller, UX Gamedev, Homebrewer, Michtim
Get Michtim For D&D
The Tavern (casual RP socializing) game: DM, feel free to join, but read rules in first post and post questions if you have any!
Tym Eisenfuchs: ambiguous Michtim Warlock
Click links to find out more!