You infuse a Huge or smaller body of water you touch with positive energy, transforming it into a soothing pool of hot mineral water for the spell's duration. Any creature that soaks in the hot spring, and isn't a construct or undead, is subjected to benefits based on its current state of health and how long it remains in the water.
Every 1d4 + 1 minutes that a creature spends soaking in the hot spring, it regains hit points as though it spent a Hit Die. If it isn't missing any hit points, it instead regains an expended Hit Die. If it has all its Hit Dice, the creature is instead cured of one disease afflicting it. If the creature is free of disease, it can instead end one of the following conditions currently affecting it: blinded, deafened, paralyzed, or poisoned. If it has no such condition, the creature can instead end an effect that charmed it, a curse, any reduction to one of its ability scores, or an effect reducing its hit point maximum.
Beyond these effects, the healing properties of the hot spring can have any number of cosmetic health benefits of the creature's choosing, such as causing its skin to appear healthier and younger, toning down the appearance of scars and burns, or even helping to regrow lost hair.
Furthermore, any creature that spends a total of 1 hour or more soaking in the hot spring before the spell ends rises the next day feeling refreshed. Provided the creature has no levels of exhaustion due to lack of food or water, its exhaustion level is reduced by 1d4 + 1 instead of 1 at the end of the long rest. If the creature began its long rest with no levels of exhaustion, it instead rises from its rest with temporary hit points equal to its level (or challenge rating, if it doesn't have a level) + its Constitution modifier (minimum of 1 temporary hit point).
A creature can stay in the hot spring for as long as it wishes, but the heat and minerals of the water slowly sap its body of moisture. A creature can soak in the spring up to number of minutes equal to its Constitution score with no ill effects. After that point, it must succeed on a DC 17 Constitution saving throw each time it gains one of the hot spring's benefits, or suffer one level of exhaustion (it still gains the benefit). Creatures with resistance or immunity to fire damage or that are naturally adapted to hot climates make this saving throw at advantage.
A creature can reset its time limit for safe soaking by exiting the hot spring to cool off for 1d6 + 4 minutes. Exhaustion gained from the hot spring can't be removed until the creature drinks half a day's ration of water per exhaustion level.
The water of the hot spring is magically infused with minerals that make it unsafe to drink. A creature that drinks from the hot spring immediately regurgitates and suffers one level of exhaustion as it loses more water than it consumed.
* - (a flask of holy water and a bit of sulfur, both of which the spell consumes)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/15/2023 4:30:42 PM
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3
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0
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1.0
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Coming Soon
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