Given the relatively new errata for the healing spirit spell which makes it able to heal a number of times equal to 1 + your spellcasting ability modifier before disappearing, I'm failing to see how this can be used as a combat healing spell anymore without up casting (Using a 3rd or 4th lvl spell slot, which brings up another point should healing spirt just be moved to 3rd or 4th lvl - scale accordingly). Given how to my understanding it was meant to be used as a combat heal and the main problem that lead to this errata was the powerful out of combat healing it could do, its current version relegates it to a powerful single target heal rather than anything combative. This current version it seems to be a healing spell you plop on the party member that is getting hit the most and just leave it there. Thoughts?
It's still equivalent of up-to 6 Cure Wounds for the cost of 1 upcastable 2nd level spell slot that costs a bonus action to move. In combat, generally when you're healing just that amount of damage, it's to pick someone up who's unconscious for at least another round while you try and finish off the bad guy. So I look at the new interpretation of the spell as either 1) the squishy character doesn't have to worry about real death for up to 6 turns, or 2) you can keep up to 6 party members alive for one more round when you might've been dealing with a TPK, assuming they didn't all go down at once.
Sometimes a single round of combat can make a big difference, so I'd say Healing Spirit will be most useful in combat in those situations where you can benefit from keeping a character on life support for a few turns.
True, fair enough. I can see how it's probably better intended as an emergency button rather than an actively combative one. Helps clean some things up, thanks.
I think that as an emergency button, I'd still be looking at healing word for a druid. Casting healing sprit means your summoned creatures or flaming sphere or entangle (or whatever) goes away.
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Given the relatively new errata for the healing spirit spell which makes it able to heal a number of times equal to 1 + your spellcasting ability modifier before disappearing, I'm failing to see how this can be used as a combat healing spell anymore without up casting (Using a 3rd or 4th lvl spell slot, which brings up another point should healing spirt just be moved to 3rd or 4th lvl - scale accordingly). Given how to my understanding it was meant to be used as a combat heal and the main problem that lead to this errata was the powerful out of combat healing it could do, its current version relegates it to a powerful single target heal rather than anything combative. This current version it seems to be a healing spell you plop on the party member that is getting hit the most and just leave it there. Thoughts?
Don't ask questions you don't want the answer to.
It's still equivalent of up-to 6 Cure Wounds for the cost of 1 upcastable 2nd level spell slot that costs a bonus action to move. In combat, generally when you're healing just that amount of damage, it's to pick someone up who's unconscious for at least another round while you try and finish off the bad guy. So I look at the new interpretation of the spell as either 1) the squishy character doesn't have to worry about real death for up to 6 turns, or 2) you can keep up to 6 party members alive for one more round when you might've been dealing with a TPK, assuming they didn't all go down at once.
Sometimes a single round of combat can make a big difference, so I'd say Healing Spirit will be most useful in combat in those situations where you can benefit from keeping a character on life support for a few turns.
True, fair enough. I can see how it's probably better intended as an emergency button rather than an actively combative one. Helps clean some things up, thanks.
Don't ask questions you don't want the answer to.
I think that as an emergency button, I'd still be looking at healing word for a druid. Casting healing sprit means your summoned creatures or flaming sphere or entangle (or whatever) goes away.