Weather it by you're newer to healing, or you're not meant to, casting a spell of healing is no easy feat.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting modifier. When you cast this spell, make a Constitution saving throw with a DC of 14. On success, you fall prone and are stunned until the end of your next turn. On a failed save you still fall prone and are stunned until the end of your next turn, and you take 1d6 necrotic damage. This spell has no effect on undead or constructs.
If you're class already allows you to have healing spells (ex. Cure Wounds), this spell simply acts as a Cure Wounds spell, ignoring the necrotic damage and exhaustion points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing die increases by 1d8 for each slot level above 1st. Your stun lasts for 1 more round for every 2 spell slot levels above first (3rd; 2 rounds, 5th; 3 rounds, 7th; 4 rounds, 9th; 5 rounds,) and the damage dealt on a failed save increases by 1d6 every spell level above first on a failed save. The DC of the Constitution saving throw also increases by 1 for every spell level above first.
Spell Special: You may Cast this spell as an Action, and at a range of 60 feet. In doing so, you automatically suffer the maximum amount of necrotic damage listed above, you are stunned and knocked prone until the end of your next turn (Or specified by the At Higher Levels section), and you gain a point of exhaustion.
This spell can be used by all classes.
Through proper training, this spell can evolve into a Cure Wounds spell. This is decided by the DM.
* - (Fine Moss, and )Previous Versions
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