I have been looking at adding a healing cantrip for a home game I am playing. We have our Druid taking the role of healer in the group and they are extremely dedicated to it, Healing and going out of their way to save others at the point of almost getting themselves killed. I want to give the healing Cantrip to the druid as a way of showing how she has earned the ability, BUT... I am nervous about introducing a cantrip that is basically a free heal. So I added some limitations to the heal: https://www.dndbeyond.com/spells/191752-helping-hand
Have I created something too punishing for something that was intended as a reward for being so dedicated to their role?
Have I created something too punishing for something that was intended as a reward for being so dedicated to their role?
I actually don't think you've gone far enough in restricting this ability. Healing is supposed to cost something; a consumable, spell slots, time and/or hit dice. The only resource cost for this spell is half the hit points it heals, which means it's still free healing. Two casters with this spell can generate infinite healing.
I think this overlaps too much with both Circle of Dreams's Balm of the Summer Court and Life Transference but if you really wanted to add this, it'd need to at least cost the same amount of hit points as it heals. And in my opinion transferring HP from someone that's not actively in danger to someone that can direct an enemy's attacks towards themselves has inherent value, so I'd actually consider having it cost double so it's only used in a pinch.
This is basically a weaker version of life transference. I recommend changing tags and wording to match this.
Id4+modifier might be a bit high for a cantrip plus having to take half damage off odd modifiers. If you change to life transference's wording and take 1d4 and heal twice as much, this fixes both problems. Making the damage and life gain an equal amount is also not a bad idea for a healing cantrip.
A level 18 druid could potentially get unlimited healing off this by using wildshape HP, but they can also just fully heal party with a low level spell slot, so meh.
Have I created something too punishing for something that was intended as a reward for being so dedicated to their role?
I actually don't think you've gone far enough in restricting this ability. Healing is supposed to cost something; a consumable, spell slots, time and/or hit dice. The only resource cost for this spell is half the hit points it heals, which means it's still free healing. Two casters with this spell can generate infinite healing.
I think this overlaps too much with both Circle of Dreams's Balm of the Summer Court and Life Transference but if you really wanted to add this, it'd need to at least cost the same amount of hit points as it heals. And in my opinion transferring HP from someone that's not actively in danger to someone that can direct an enemy's attacks towards themselves has inherent value, so I'd actually consider having it cost double so it's only used in a pinch.
I had considered putting in a condition that it could only be used when the caster is below 50% HP or consume a Hit Die from the Caster. Does that seem like a better approach?
Been playing around with this idea for a specific Character and we wouldn't have any other Players/Characters being able to cast the spell. It was intended as a reward to that player to have a unique spell to that Character. But I want it to be balanced, I don't want to give them an overpowered healing ability.
I know it is pretty similar to Life Transference But that isn't a spell available to Druid's (Unless I am missing something?)
Have you considered giving the druid the feat "Healer" just as a bonus?
No magic involved, no need for spell slots or new cantrips. The druid simply carries a kit of bandages and some healing herbs & spices. When they use it to stabilize someone at zero hp, they awake with 1 hp. And they can patch up each person once per rest for a number of hp equal to 1d6+4+their number of hit dice.
It's a pretty sweet feat! The druid simply has to keep track of how many uses are left in the kit (it starts with 10), and has to stock it up at each town they visit.
If you want to stick to the Helping Hand cantrip, it looks fine. It's like a very weakened version of the 3rd level cleric spell "Life Transference" from Xanathar's Guide.
Also - what level is the druid? Is the druid at least 5th level? If so, heck, just make Life Transference a druid spell in your game. Problem solved.
Whichever you choose, it'll be the right choice, because you're the DM.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
And interesting version I’ve seen is a d4 heal (increased to 2, 3 and 4d4 as normal cantrip progression) with the limitation being the target’s con mod, minimum once, per long rest. The flavor is stimulating the target’s natural healing in the form of their constitution.
I was doing some home brewing on a healing cantrips and came across this. I don’t know if it is too late but this spell is what I’m allowing my players to use and it seem to work for them while not breaking the game, at least not for me.
Savior’s agony
Level: cantrips
School: Necromancy
Time: Action
Range: touch
Components: S, M (Arcane focus)
Duration: instant
Class: Cleric, Druid
You tug at your very life force to heal injuries. As you cast this spell, you may reduce your own maximum hit points by up to 12 maximum hit points then restore hit points to the touched target by the amount of maximum hit points you reduced by times two. Can not heal undead or constructs. Maximum Hit points reduced by this spell can not be recovered any means aside from using a divine intervention to restore it, a wish spell, or a long rest. If this spell reduce your maximum hit points to 0, you will die instantly and can only be revived by raise dead, resurrection, true resurrection, wish, or by divine intervention. If you cast
At higher levels, you can reduce more maximum hit points for higher potential heal. At 5th level, the limit is 24 per casting, 36 per casting at 11th level, and 48 per casting at 17th level.
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I have been looking at adding a healing cantrip for a home game I am playing. We have our Druid taking the role of healer in the group and they are extremely dedicated to it, Healing and going out of their way to save others at the point of almost getting themselves killed. I want to give the healing Cantrip to the druid as a way of showing how she has earned the ability, BUT... I am nervous about introducing a cantrip that is basically a free heal. So I added some limitations to the heal: https://www.dndbeyond.com/spells/191752-helping-hand
Have I created something too punishing for something that was intended as a reward for being so dedicated to their role?
I actually don't think you've gone far enough in restricting this ability. Healing is supposed to cost something; a consumable, spell slots, time and/or hit dice. The only resource cost for this spell is half the hit points it heals, which means it's still free healing. Two casters with this spell can generate infinite healing.
I think this overlaps too much with both Circle of Dreams's Balm of the Summer Court and Life Transference but if you really wanted to add this, it'd need to at least cost the same amount of hit points as it heals. And in my opinion transferring HP from someone that's not actively in danger to someone that can direct an enemy's attacks towards themselves has inherent value, so I'd actually consider having it cost double so it's only used in a pinch.
The Forum Infestation (TM)
This is basically a weaker version of life transference. I recommend changing tags and wording to match this.
Id4+modifier might be a bit high for a cantrip plus having to take half damage off odd modifiers. If you change to life transference's wording and take 1d4 and heal twice as much, this fixes both problems. Making the damage and life gain an equal amount is also not a bad idea for a healing cantrip.
A level 18 druid could potentially get unlimited healing off this by using wildshape HP, but they can also just fully heal party with a low level spell slot, so meh.
I had considered putting in a condition that it could only be used when the caster is below 50% HP or consume a Hit Die from the Caster. Does that seem like a better approach?
Been playing around with this idea for a specific Character and we wouldn't have any other Players/Characters being able to cast the spell. It was intended as a reward to that player to have a unique spell to that Character. But I want it to be balanced, I don't want to give them an overpowered healing ability.
I know it is pretty similar to Life Transference But that isn't a spell available to Druid's (Unless I am missing something?)
Have you considered giving the druid the feat "Healer" just as a bonus?
No magic involved, no need for spell slots or new cantrips. The druid simply carries a kit of bandages and some healing herbs & spices. When they use it to stabilize someone at zero hp, they awake with 1 hp. And they can patch up each person once per rest for a number of hp equal to 1d6+4+their number of hit dice.
It's a pretty sweet feat! The druid simply has to keep track of how many uses are left in the kit (it starts with 10), and has to stock it up at each town they visit.
If you want to stick to the Helping Hand cantrip, it looks fine. It's like a very weakened version of the 3rd level cleric spell "Life Transference" from Xanathar's Guide.
Also - what level is the druid? Is the druid at least 5th level? If so, heck, just make Life Transference a druid spell in your game. Problem solved.
Whichever you choose, it'll be the right choice, because you're the DM.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
And interesting version I’ve seen is a d4 heal (increased to 2, 3 and 4d4 as normal cantrip progression) with the limitation being the target’s con mod, minimum once, per long rest. The flavor is stimulating the target’s natural healing in the form of their constitution.
I'd go with equal loss of HP as healed with no upgrade in healing ability from levels.
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I was doing some home brewing on a healing cantrips and came across this. I don’t know if it is too late but this spell is what I’m allowing my players to use and it seem to work for them while not breaking the game, at least not for me.
Level: cantrips
School: Necromancy
Time: Action
Range: touch
Components: S, M (Arcane focus)
Duration: instant
Class: Cleric, Druid
You tug at your very life force to heal injuries. As you cast this spell, you may reduce your own maximum hit points by up to 12 maximum hit points then restore hit points to the touched target by the amount of maximum hit points you reduced by times two. Can not heal undead or constructs. Maximum Hit points reduced by this spell can not be recovered any means aside from using a divine intervention to restore it, a wish spell, or a long rest. If this spell reduce your maximum hit points to 0, you will die instantly and can only be revived by raise dead, resurrection, true resurrection, wish, or by divine intervention. If you cast
At higher levels, you can reduce more maximum hit points for higher potential heal. At 5th level, the limit is 24 per casting, 36 per casting at 11th level, and 48 per casting at 17th level.