It's to heal the whole party up after an intense encounter. Not broken. I feel like when there is something that could be powerful or something players don't like they use the word broken WAY out of context. Having Healing Spirit cure that much in one round, BROKEN! But for a spell that takes one minute to dole out healing...eh... Imagine using Beacon of Hope with it? HOLY SMOKES! What do you have to say about MAX healing when combining the two spells? Does that make it broken? Or, does it make powerful and effective?
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
We can all agree that the intended use for this spell is to either summon the spirit in battle and use your bonus action to bounce it around the battlefield, healing people for 1d6 or more here and there, or waste a spell slot to hand-wave some healing while the party is walking along the road (it only lasts for a minute after all).....right?
Like, I can see where there is something of a tactical glitch in how the spell is worded, but everyone really has to go out of their way to make this spell a problem at the table. The Players have to go out of their way to move in tandem with it every turn (maybe provoking opportunity attacks), the DM has to go out of their way to actually make that sort of oscillating movement a viable option with the terrain and monsters within the fight itself.....everyone has to be on board with using this spell in the dumbest way for it to become a real problem.
As someone who runs D&D Adventure league play, I don't foresee this ever really being an issue. It most certainly won't be a big enough problem that it will need errata or anything. Home games will easily sort this out on their own with what the group is comfortable with.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
You are operating under the flawed assumption that this arrangement is inherent and the only possible arrangement. It is neither of those things, and in fact is only possible if the players have chosen to allow the DM to be "a position of power" more-so than, as a rough example, whomever happens to have the rule pamphlet to a board game nearest to them while playing it with a group of their peers.
The DM can override any of the game's rules, roll in secret and say whatever number they want, give monsters any statistics they want and keep them secret, and generally inflict traps and encounters on the player for any reason whatsoever. The rules don't require any transparency from the DM's part and give them absolute decision-making power. So yes, they absolutely are in a position of power over the other players.
I didn't see anyone say anything about the spell only working in combat, so I won't even attempt to defend that point. I will, however, clarify my position on the matter: It's not that it doesn't work in combat - it's that relying on combat rules (specifically turn order) rather than descriptive rules (i.e. the spells lasts a minute, and everyone dancing in and out of the spirit to get their healing sounds like just that, a dance, for which the choreography would need to be practiced before the characters could manage it without some kind of error happening in the process, like stumbling over one-another or failing to get the perfect set of 10 dips through the spirit each), while not in combat is the problem, not the text of the spell.
Rounds are just a unit of time. The DM can use turns and initiative in any situation that requires tracking time at that level of granularity.
In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
The spell is written in terms of turns and rounds. There's also no complex choreography required. Ring Around The Rosie is a child's game.
Even if you're right, you'd only be shooting yourself in the foot by ruling the spell is 3-6 times more effective in combat than outside of it. That gives the players a really big incentive to drag out combats so they can squeeze more healing out of the spell while staying within the rules. The more you hurt them, the more they're going to be tempted to do that.
It's much better to have the spell function identically in combat and out, whether that's running it RAW or nerfing it to 1d6 per round or using a reaction or whatever.
The DM can override any of the game's rules, roll in secret and say whatever number they want, give monsters any statistics they want and keep them secret, and generally inflict traps and encounters on the player for any reason whatsoever. The rules don't require any transparency from the DM's part and give them absolute decision-making power. So yes, they absolutely are in a position of power over the other players.
The rules don't give any power to anyone - the people playing the game do. Also, you are basically saying "the book gives bad advice, and everyone must follow it to the letter," by acting like a DM doing these (completely unnecessary) things is somehow less a result of the DM and players agreeing to play that way than the DM and players agreeing to play some other way (like with a more defined and less antagonistic role for the DM) would be.
Here is a general rule of thumb: If toddlers and preschoolers can do it successfully, adventurers should probably also be able to without much difficulty.
See, that's exactly what I was getting at by saying it would take a bit of time to get the choreography down before a group could successfully get the implied-by-others-as-inherent perfect usage of this spell.
Because it's not "ring around the rosies" - that involves only walking in a circle while holding hands and falling down at some point, as shown by the diagram presented earlier in the thread these toddlers would have to manage to play ring around the rosies while also moving in a larger circle as a group but making sure one side of their ring around the rosies circle is always touching the center of the larger circle because that's where the spirit is. And if you think toddlers and preschoolers can do that without practice, you are overestimating their coordination by a very large margin.
Even the way the diagram was described as working, with each party member just running back and forth along a determined course in timing so as to never collide with anyone, is a thing that I know for a fact toddlers and preschoolers would end up bashing into each other and probably falling into a pile of giggling little bodies numerous times before actually getting the timing right. The only difference with older participants is that they are more likely to error by hesitation, realizing their timing is off and not running into someone else but also causing some number of spirit crossings to be missed for someone by the delay.
It's much better to have the spell function identically in combat and out, whether that's running it RAW or nerfing it to 1d6 per round or using a reaction or whatever.
At my table, nothing about the function of the spell is altered - so it does function identically in combat and out. In both cases, everyone getting exactly 10 trips through the spirit during the duration is a theoretical possibility likely to not be realized because of other factors. Such as there being monsters in combat, and other stuff to do out of combat besides learn the dance of healing.
The combat usage of this spell is strong and even interesting. But the absolute best way to use the spell, RAW, is to use it out of combat and give every party member up to 10d6 healing for the cost of one single second level spell.
If you limit the healing spirit to healing once per turn, then it becomes fine. 10d6, distributed across the party, seems fine. Feels like an editing mistake to me.
Because it's not "ring around the rosies" - that involves only walking in a circle while holding hands and falling down at some point, as shown by the diagram presented earlier in the thread these toddlers would have to manage to play ring around the rosies while also moving in a larger circle as a group but making sure one side of their ring around the rosies circle is always touching the center of the larger circle because that's where the spirit is. And if you think toddlers and preschoolers can do that without practice, you are overestimating their coordination by a very large margin.
It's Ring Around The Rosie.
The spell only requires that every person pass through it once every 6 seconds. That can be done with a stationary circle easily. I'm not sure where you get the idea that the circle has to move.
We can all agree that the intended use for this spell is to either summon the spirit in battle and use your bonus action to bounce it around the battlefield, healing people for 1d6 or more here and there, or waste a spell slot to hand-wave some healing while the party is walking along the road (it only lasts for a minute after all).....right?
Like, I can see where there is something of a tactical glitch in how the spell is worded, but everyone really has to go out of their way to make this spell a problem at the table. The Players have to go out of their way to move in tandem with it every turn (maybe provoking opportunity attacks), the DM has to go out of their way to actually make that sort of oscillating movement a viable option with the terrain and monsters within the fight itself.....everyone has to be on board with using this spell in the dumbest way for it to become a real problem.
As someone who runs D&D Adventure league play, I don't foresee this ever really being an issue. It most certainly won't be a big enough problem that it will need errata or anything. Home games will easily sort this out on their own with what the group is comfortable with.
I thought the player/DM interaction I posted was funnier, but this is really where I was coming from. Most people want to enjoy the game and have no problem playing with rules as intended. I will resolve this issue by simply getting up and leaving the table if someone tries this nonsense ... no need to deal with it.
Also, the spell is Concentration. If you don't like a Concentration spell, then beat on the Caster... she'll eventually fail that Con Save, even with Warcaster.
The spell also ends if the caster is: Paralyzed, Petrified, Stunned, or Unconscious.
Also, the spell is Concentration. If you don't like a Concentration spell, then beat on the Caster... she'll eventually fail that Con Save, even with Warcaster.
The spell also ends if the caster is: Paralyzed, Petrified, Stunned, or Unconscious.
There's nobody around to beat on the caster when it's used out of combat.
Also, the spell is Concentration. If you don't like a Concentration spell, then beat on the Caster... she'll eventually fail that Con Save, even with Warcaster.
The spell also ends if the caster is: Paralyzed, Petrified, Stunned, or Unconscious.
There's nobody around to beat on the caster when it's used out of combat.
Yeah, but who cares out of combat? Out of combat is about 90% hand waving and communal storytelling with a sprinkling of skill checks.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Yeah, but who cares out of combat? Out of combat is about 90% hand waving and communal storytelling with a sprinkling of skill checks.
This.
I know we all play the game differently, but as a DM I’ll let my players try whatever stuff they want and if they are deadset on min/maxing and picking the most unbalanced gamey spells and feats, I just chuckle and think its cute. If I feel things become too easy for them, I ramp up difficulty. If balance between players seems off, maybe I’ll throw a magic item the player’s way or take something away from another. These things work themselves out.
Here is a general rule of thumb: If toddlers and preschoolers can do it successfully, adventurers should probably also be able to without much difficulty.
See, that's exactly what I was getting at by saying it would take a bit of time to get the choreography down before a group could successfully get the implied-by-others-as-inherent perfect usage of this spell.
Because it's not "ring around the rosies" - that involves only walking in a circle while holding hands and falling down at some point, as shown by the diagram presented earlier in the thread these toddlers would have to manage to play ring around the rosies while also moving in a larger circle as a group but making sure one side of their ring around the rosies circle is always touching the center of the larger circle because that's where the spirit is. And if you think toddlers and preschoolers can do that without practice, you are overestimating their coordination by a very large margin.
Even the way the diagram was described as working, with each party member just running back and forth along a determined course in timing so as to never collide with anyone, is a thing that I know for a fact toddlers and preschoolers would end up bashing into each other and probably falling into a pile of giggling little bodies numerous times before actually getting the timing right. The only difference with older participants is that they are more likely to error by hesitation, realizing their timing is off and not running into someone else but also causing some number of spirit crossings to be missed for someone by the delay.
Just a few notes:
First: That diagram wasn't the only way the spell could be used. The simplest way would probably be to have the party move in a straight line through the space and then back up over the space once the last one in line is healed. If your adventurers are capable of just following the leader and turning around in place once someone yells 'Turn!', then they can do the 'dance of healing' with only a minimum of preparation (namely, verbal explanation of what it is).
Second: What that diagram showed was actually *easier* than just moving in a circle. If you look at it again, you should note that *all* that was happening was everyone moving in straight lines, back and forth. The only somewhat difficult part of it is that the movements are staggered.
https://twitter.com/JeremyECrawford/status/935992604080013312 "If healing spirit has felt too effective in your game, try this house rule, which holds the spell to our expectations for it: the spell ends once the spirit has restored hit points a number of times equal to twice your spellcasting ability modifier (minimum of once). #DnD" https://t.co/o5pnvl2fLd
Everybody’s getting really hung up on the nuances of having people walk in and out of the Healing Spirit’s space outside of combat, but note that anyone who starts their turn in the space also gets healed. Outside of combat there’s no reason why five or six medium sized humanoids couldn’t all stand shoulder-to-shoulder in one five-by-five foot space. Heck, just lie down, stack yourselves like cordwood if you have to.
Anyway, the “no more than twice ability mod” house rule seems like the way to go.
I found an idea that if allowed makes it even more broken. Not quite sure if it works RAW though.
It mentions "whenever you or a creature you can see moves into the spirit’s space for the first time on a turn" you can choose to heal the creature. The first time on any turn. Have everyone climb in a cart and each turn, a new person climbs out while the previous person climbs in and the cart is pulled through the space. Healing for everybody on every person's turn. I think it works RAW but it is even more ridiculous than the ring-around-the-rosies situation.
Joking aside, I wouldn't do anything to change it unless it is abused consistently. If it is abused, I like the twice the spell casting ability modifier house rule. I think it would be interesting to try to roleplay the crazy situations to maximize healing. So I go with not broken until receiving further information like actually seeing it used in game shows it as broken.
The facts these are out of combat spells meaning its normal to heal much more. Also the druid and ranger were very sub par healers making cleric of life the only real healers. This is totally warranted as its improoving druids as healers. Whis is what the circle of dreams druid is. Now consider how often any of your clerics rangers and druids have ever prepared any out of battle spells to begin with.
Sorry but its not broken because it is out of combat healing and at that point you spend a high level spell slot to heal the party and save yourself a short rest which could potentially turn into a suprise encounter.
Now if we count life totals at the levels were playing them... You even realise how futile that spell heals. Because even if all 6 members were almost entirely down. Any of the above would heal you full. Meaning most of your healing spirit would actually go to waste.
But i guess your calculations never accounted for any of that. If you check basic stats... Sure its great a spell... If you add all variables that actually go along with it... You quickly realise why its not that big of a deal.
Also...
Goodberry on a life cleric gives you 4hp per berry. 10 berry means you get back 40hp at level 2 mixed cleric and druids. How abusive is that mate ?
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Goodberry isn't that abusive since it requires an action in combat to eat the berry and even with a life cleric it only restores 4hp. Out of combat healing, it is fine. It is a very efficient first level healing spell but as soon as characters are level 3 or 4 the berries don't stretch as far.
Coincidentally, one of the first AL characters I created was a ranger/life cleric multiclass based more or less on a character I have played since first edition AD&D (progression was 1 ranger/1 cleric followed by ranger to at least 5). He just advanced to level 6 (5 ranger (gloom stalker)/1 cleric). I rebuilt him at level 4 using Xanathar's.
As a result, I am looking forward to trying out the d6+4 healing/character/turn that decides to move through the space occupied by the healing spirit. Proper placement of the healing spirit might allow each character in the party the opportunity to heal d6+4 every round with the only costs being concentration on the spell and the need to juggle movement through the spirit's location.
Out of combat, the combination can be used to heal 10d6+40 for every character in the party, requiring only 1 minute between combat waves to effectively heal the entire party at the cost of one second level spell. I think it is an exceptionally efficient healing spell ... I will have to see it used in play before commenting on whether it is sufficient to unbalance encounters .. however, at least by the numbers, it could be a bit much.
Coincidentally, at level 2 i full my whole party of their life with only 6-7 berry. concidentally, with nly 10 berry, i full my whole party to full health even if they are at level 4.
incidentally, level spell slots becomes literally useless the more you go in levels, making me use level 1 spells slots and level 2 spells lots on healing said party during short rest, which by the way my DM makes it 15 minutes instead of 1 hour. and thus our party is always full on health every short rest without having a need for healing dices, or using them to finish what i started.
as for healing outside of party, the goal here is to proove you that overhealing is not really any better.
so to gives you the run down... 6 characters as OP as they can be... Level 20 barbarian, with 24 Con score and the tough feat. with average life is equal to ( ( 20d12 ) / 2 + 10 ) + ( 20 * 7 ) + ( 2 * 20 ) = 310 hp. Level 20 Druid, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp. Level 20 Rogue, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp. Level 20 Cleric, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp. Level 20 Mage, with 20 con score and the tough feat. with average life is equal to ( ( 20d6 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 210 hp. Level 20 Fighter, with 20 con score and the tough feat. with average life is equal to ( ( 20d10 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 250 hp.
thats an all party life at the max they can be using average scores.
now lets see your maths about how much your spell heals...
Just looking at the above , the spell can barely heal a barbarian and half a friend in need to full and that takes 1d6 per 6 seconds. so thats (10d6 for a minute) Look at that, the duration is 1 minute. and thats a 5ft zone. so that means only 1 person at a time for a full minute. i really really really fail to see where healing word is uber overpowered. unless you didn't mean Healing Spirit ? because th emaximum healing spirit can do is 1d6 per 6 seconds. it last for 1 minute and it is then 10d6 per minute. after that the spell is broken and needs to be recast.
so i don't get your maths at all there... everything else is stronger then healing spirit.
also if you really want to get that abusive, have you checked the wroding of Suggestion... I use suggestion on the BBEG... he fails the save... "Run around the city for 8 hours straight." there you go, he just died out of exaustion... all it took me was a 2nd level spell slot to kill an ancient dragon.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
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It's to heal the whole party up after an intense encounter. Not broken. I feel like when there is something that could be powerful or something players don't like they use the word broken WAY out of context. Having Healing Spirit cure that much in one round, BROKEN! But for a spell that takes one minute to dole out healing...eh... Imagine using Beacon of Hope with it? HOLY SMOKES! What do you have to say about MAX healing when combining the two spells? Does that make it broken? Or, does it make powerful and effective?
beacon of hope
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
We can all agree that the intended use for this spell is to either summon the spirit in battle and use your bonus action to bounce it around the battlefield, healing people for 1d6 or more here and there, or waste a spell slot to hand-wave some healing while the party is walking along the road (it only lasts for a minute after all).....right?
Like, I can see where there is something of a tactical glitch in how the spell is worded, but everyone really has to go out of their way to make this spell a problem at the table. The Players have to go out of their way to move in tandem with it every turn (maybe provoking opportunity attacks), the DM has to go out of their way to actually make that sort of oscillating movement a viable option with the terrain and monsters within the fight itself.....everyone has to be on board with using this spell in the dumbest way for it to become a real problem.
As someone who runs D&D Adventure league play, I don't foresee this ever really being an issue. It most certainly won't be a big enough problem that it will need errata or anything. Home games will easily sort this out on their own with what the group is comfortable with.
The Forum Infestation (TM)
The rules don't give any power to anyone - the people playing the game do. Also, you are basically saying "the book gives bad advice, and everyone must follow it to the letter," by acting like a DM doing these (completely unnecessary) things is somehow less a result of the DM and players agreeing to play that way than the DM and players agreeing to play some other way (like with a more defined and less antagonistic role for the DM) would be.
The combat usage of this spell is strong and even interesting. But the absolute best way to use the spell, RAW, is to use it out of combat and give every party member up to 10d6 healing for the cost of one single second level spell.
If you limit the healing spirit to healing once per turn, then it becomes fine. 10d6, distributed across the party, seems fine. Feels like an editing mistake to me.
The Forum Infestation (TM)
Also, the spell is Concentration. If you don't like a Concentration spell, then beat on the Caster... she'll eventually fail that Con Save, even with Warcaster.
The spell also ends if the caster is: Paralyzed, Petrified, Stunned, or Unconscious.
There's nobody around to beat on the caster when it's used out of combat.
The Forum Infestation (TM)
https://twitter.com/JeremyECrawford/status/935992604080013312
"If healing spirit has felt too effective in your game, try this house rule, which holds the spell to our expectations for it: the spell ends once the spirit has restored hit points a number of times equal to twice your spellcasting ability modifier (minimum of once). #DnD" https://t.co/o5pnvl2fLd
Even a blind squirrel finds a nut once in awhile.
Everybody’s getting really hung up on the nuances of having people walk in and out of the Healing Spirit’s space outside of combat, but note that anyone who starts their turn in the space also gets healed. Outside of combat there’s no reason why five or six medium sized humanoids couldn’t all stand shoulder-to-shoulder in one five-by-five foot space. Heck, just lie down, stack yourselves like cordwood if you have to.
Anyway, the “no more than twice ability mod” house rule seems like the way to go.
I found an idea that if allowed makes it even more broken. Not quite sure if it works RAW though.
It mentions "whenever you or a creature you can see moves into the spirit’s space for the first time on a turn" you can choose to heal the creature. The first time on any turn. Have everyone climb in a cart and each turn, a new person climbs out while the previous person climbs in and the cart is pulled through the space. Healing for everybody on every person's turn. I think it works RAW but it is even more ridiculous than the ring-around-the-rosies situation.
Joking aside, I wouldn't do anything to change it unless it is abused consistently. If it is abused, I like the twice the spell casting ability modifier house rule. I think it would be interesting to try to roleplay the crazy situations to maximize healing. So I go with not broken until receiving further information like actually seeing it used in game shows it as broken.
You guys ignores the most fun facts...
The facts these are out of combat spells meaning its normal to heal much more. Also the druid and ranger were very sub par healers making cleric of life the only real healers. This is totally warranted as its improoving druids as healers. Whis is what the circle of dreams druid is. Now consider how often any of your clerics rangers and druids have ever prepared any out of battle spells to begin with.
Sorry but its not broken because it is out of combat healing and at that point you spend a high level spell slot to heal the party and save yourself a short rest which could potentially turn into a suprise encounter.
Now if we count life totals at the levels were playing them... You even realise how futile that spell heals. Because even if all 6 members were almost entirely down. Any of the above would heal you full. Meaning most of your healing spirit would actually go to waste.
But i guess your calculations never accounted for any of that. If you check basic stats... Sure its great a spell... If you add all variables that actually go along with it... You quickly realise why its not that big of a deal.
Also...
Goodberry on a life cleric gives you 4hp per berry. 10 berry means you get back 40hp at level 2 mixed cleric and druids. How abusive is that mate ?
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Goodberry isn't that abusive since it requires an action in combat to eat the berry and even with a life cleric it only restores 4hp. Out of combat healing, it is fine. It is a very efficient first level healing spell but as soon as characters are level 3 or 4 the berries don't stretch as far.
Coincidentally, one of the first AL characters I created was a ranger/life cleric multiclass based more or less on a character I have played since first edition AD&D (progression was 1 ranger/1 cleric followed by ranger to at least 5). He just advanced to level 6 (5 ranger (gloom stalker)/1 cleric). I rebuilt him at level 4 using Xanathar's.
As a result, I am looking forward to trying out the d6+4 healing/character/turn that decides to move through the space occupied by the healing spirit. Proper placement of the healing spirit might allow each character in the party the opportunity to heal d6+4 every round with the only costs being concentration on the spell and the need to juggle movement through the spirit's location.
Out of combat, the combination can be used to heal 10d6+40 for every character in the party, requiring only 1 minute between combat waves to effectively heal the entire party at the cost of one second level spell. I think it is an exceptionally efficient healing spell ... I will have to see it used in play before commenting on whether it is sufficient to unbalance encounters .. however, at least by the numbers, it could be a bit much.
Coincidentally, at level 2 i full my whole party of their life with only 6-7 berry. concidentally, with nly 10 berry, i full my whole party to full health even if they are at level 4.
incidentally, level spell slots becomes literally useless the more you go in levels, making me use level 1 spells slots and level 2 spells lots on healing said party during short rest, which by the way my DM makes it 15 minutes instead of 1 hour. and thus our party is always full on health every short rest without having a need for healing dices, or using them to finish what i started.
as for healing outside of party, the goal here is to proove you that overhealing is not really any better.
so to gives you the run down...
6 characters as OP as they can be...
Level 20 barbarian, with 24 Con score and the tough feat. with average life is equal to ( ( 20d12 ) / 2 + 10 ) + ( 20 * 7 ) + ( 2 * 20 ) = 310 hp.
Level 20 Druid, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp.
Level 20 Rogue, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp.
Level 20 Cleric, with 20 con score and the tough feat. with average life is equal to ( ( 20d8 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 230 hp.
Level 20 Mage, with 20 con score and the tough feat. with average life is equal to ( ( 20d6 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 210 hp.
Level 20 Fighter, with 20 con score and the tough feat. with average life is equal to ( ( 20d10 ) / 2 + 10 ) + ( 20 * 5 ) + ( 2 * 20 ) = 250 hp.
thats an all party life at the max they can be using average scores.
now lets see your maths about how much your spell heals...
Just looking at the above , the spell can barely heal a barbarian and half a friend in need to full and that takes 1d6 per 6 seconds. so thats (10d6 for a minute)
Look at that, the duration is 1 minute. and thats a 5ft zone. so that means only 1 person at a time for a full minute. i really really really fail to see where healing word is uber overpowered.
unless you didn't mean Healing Spirit ? because th emaximum healing spirit can do is 1d6 per 6 seconds. it last for 1 minute and it is then 10d6 per minute. after that the spell is broken and needs to be recast.
so i don't get your maths at all there...
everything else is stronger then healing spirit.
also if you really want to get that abusive, have you checked the wroding of Suggestion...
I use suggestion on the BBEG...
he fails the save...
"Run around the city for 8 hours straight."
there you go, he just died out of exaustion... all it took me was a 2nd level spell slot to kill an ancient dragon.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)