I’ve recently been told I am wrong about this combo simply because I don’t main the Druid class.
Here’s how it’s being used currently;
The Druid enters Chalice Form and casts Healing Spirit on the board. The Druid then uses the Healing Spirit to restore hit points to however many characters it can during that turn, while applying the Chalice Form’s extra healing to each character.
The Druid then proceeds to repeat this healing plus the Chalice Form extra healing on each of their subsequent turns.
From what I understand of the wording of Chalice Form, you can only apply the extra healing to a spell once as it is cast to restore hit points. The wording is as follows, “Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.”
For the Druid to constantly use the Chalice effect the way they are currently using it, should the wording instead be, “Whenever a spell you cast … restores hit points”?
Or am I just wrong because I don’t main Druid? Posting this in the Druid section as well.
I’m confused a bit by by what you wrote, but the starry form chalice feature only works at the time of casting a spell that heals. Frankly I don’t think the chalice feature works with healing spirit at all. It doesn’t say once per casting or turn. It says when you cast it, which is the very moment the spell is initially cast. The Healing spirit spell doesn’t heal at all when it’s initially cast. It heals when a creature starts its turn in that space, or moves into that space on a turn. Neither of those options happen at the time of casting.
I agree that when Healing Spirit is cast it gets the extra heal by being able to restore hit points, but the player is using the extra healing every time the spirit heals on turns after its initial casting. That’s where I think its being misused.
You say you’re confused, but what you wrote here is exactly the point I’ve been trying to make. The player justifies the use of the healing combo by saying other DMs allow it.
Chalice Form does not have any interaction with Healing Spirit. Healing Spirit does not heal anything on the turn that it is cast, unless you move into it yourself.
You are playing Healing Spirit incorrectly. I think that you are moving the Healing Spirit around like it has a movement speed, but that's not what it does. It is impossible to heal anything other than yourself with Healing Spirit on your own turn.
whenever you or a creature you can seemoves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature
Creatures get the benefit of Healing Spirit when they move into the spirit's space. You cannot move the Healing Spirit as though it were a creature; it simply teleports up to 30 feet as a Bonus Action. Creatures only benefit from Healing Spirit if they choose to move into its square on their own turn, or if they start their turn there, or technically if somehow they are able to use a Reaction to move into the Healing Spirit's square.
Chalice Form does not have any interaction with Healing Spirit. Healing Spirit does not heal anything on the turn that it is cast, unless you move into it yourself.
Healing Spirit is a spell that can restore hitpoints to a creature, so I would have to say it can trigger the Chalice effect. Only once, when it's cast, of course.
It is impossible to heal anything other than yourself with Healing Spirit on your own turn.
I mean, that's not true, but not in the way his party member is doing it. You can move someone you have Grappled into it (great for healing an Unconscious person), Shove someone into it, Thorn Whip someone into it (but why, though?) etc.
Isn't moving at the listed speed something you can do freely during your turn? Why would you need to spend a Reaction?
Yes, of course, but you can actually benefit from Healing Spirit multiple times per round. You only can once per turn, of course, but you can move through it on your turn, then use the Ready action to move through it on someone else's turn using your reaction. You could benefit from it even more times, if someone forces you to move into it on other turns, such as with the aforementioned methods.
I agree that when Healing Spirit is cast it gets the extra heal by being able to restore hit points, but the player is using the extra healing every time the spirit heals on turns after its initial casting. That’s where I think its being misused.
You say you’re confused, but what you wrote here is exactly the point I’ve been trying to make. The player justifies the use of the healing combo by saying other DMs allow it.
Just tell them that when you DM, effects that activate when a spell is cast, ONLY activate when the spell is cast. DMs can have different rulings. And "DM decides the rules" is rule 0 of the game.
As for everyone else, whether or not healing spirit is a spell that restores HP (literally it's only effect) is not the question.
I'll be leaving this open for further discussion as necessary but at this time, thank you all for your responses. Part of this was to clarify how effects worked together as it is a ruling, in general, but also I wanted to make sure I was reading things correctly and not just going crazy.
You’re free to play however you all agree to play, that’s part of the fun of DnD. 5e seems to be very modular in what you can change without having crazy ripple effects for the whole game.
as far as using the chalice over and over for a single casting, that is simply not how the feature works. The life domain cleric has a feature that boosts spell healing when a spell is “used” which is exactly what the other player seems to think the chalice feature is. The feature he wants chalice to be is in the game already, and it’s definitely not the chalice feature.
I’ve recently been told I am wrong about this combo simply because I don’t main the Druid class.
Here’s how it’s being used currently;
The Druid enters Chalice Form and casts Healing Spirit on the board. The Druid then uses the Healing Spirit to restore hit points to however many characters it can during that turn, while applying the Chalice Form’s extra healing to each character.
The Druid then proceeds to repeat this healing plus the Chalice Form extra healing on each of their subsequent turns.
From what I understand of the wording of Chalice Form, you can only apply the extra healing to a spell once as it is cast to restore hit points. The wording is as follows, “Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.”
For the Druid to constantly use the Chalice effect the way they are currently using it, should the wording instead be, “Whenever a spell you cast … restores hit points”?
Or am I just wrong because I don’t main Druid?
Posting this in the Druid section as well.
I’m confused a bit by by what you wrote, but the starry form chalice feature only works at the time of casting a spell that heals. Frankly I don’t think the chalice feature works with healing spirit at all. It doesn’t say once per casting or turn. It says when you cast it, which is the very moment the spell is initially cast. The Healing spirit spell doesn’t heal at all when it’s initially cast. It heals when a creature starts its turn in that space, or moves into that space on a turn. Neither of those options happen at the time of casting.
The chalice only triggers "when you cast," not "when you heal" so it only triggers once.
And healing spirit is a spell that heals even if it hasn't done it yet, so it should count.
I agree that when Healing Spirit is cast it gets the extra heal by being able to restore hit points, but the player is using the extra healing every time the spirit heals on turns after its initial casting. That’s where I think its being misused.
You say you’re confused, but what you wrote here is exactly the point I’ve been trying to make. The player justifies the use of the healing combo by saying other DMs allow it.
Chalice Form does not have any interaction with Healing Spirit. Healing Spirit does not heal anything on the turn that it is cast, unless you move into it yourself.
You are playing Healing Spirit incorrectly. I think that you are moving the Healing Spirit around like it has a movement speed, but that's not what it does. It is impossible to heal anything other than yourself with Healing Spirit on your own turn.
whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature
Creatures get the benefit of Healing Spirit when they move into the spirit's space. You cannot move the Healing Spirit as though it were a creature; it simply teleports up to 30 feet as a Bonus Action. Creatures only benefit from Healing Spirit if they choose to move into its square on their own turn, or if they start their turn there, or technically if somehow they are able to use a Reaction to move into the Healing Spirit's square.
Isn't moving at the listed speed something you can do freely during your turn? Why would you need to spend a Reaction?
<Insert clever signature here>
Healing Spirit is a spell that can restore hitpoints to a creature, so I would have to say it can trigger the Chalice effect. Only once, when it's cast, of course.
I mean, that's not true, but not in the way his party member is doing it. You can move someone you have Grappled into it (great for healing an Unconscious person), Shove someone into it, Thorn Whip someone into it (but why, though?) etc.
Yes, of course, but you can actually benefit from Healing Spirit multiple times per round. You only can once per turn, of course, but you can move through it on your turn, then use the Ready action to move through it on someone else's turn using your reaction. You could benefit from it even more times, if someone forces you to move into it on other turns, such as with the aforementioned methods.
That IS where it is being misused.
Just tell them that when you DM, effects that activate when a spell is cast, ONLY activate when the spell is cast. DMs can have different rulings. And "DM decides the rules" is rule 0 of the game.
As for everyone else, whether or not healing spirit is a spell that restores HP (literally it's only effect) is not the question.
I'll be leaving this open for further discussion as necessary but at this time, thank you all for your responses. Part of this was to clarify how effects worked together as it is a ruling, in general, but also I wanted to make sure I was reading things correctly and not just going crazy.
You’re free to play however you all agree to play, that’s part of the fun of DnD. 5e seems to be very modular in what you can change without having crazy ripple effects for the whole game.
as far as using the chalice over and over for a single casting, that is simply not how the feature works. The life domain cleric has a feature that boosts spell healing when a spell is “used” which is exactly what the other player seems to think the chalice feature is. The feature he wants chalice to be is in the game already, and it’s definitely not the chalice feature.