Level
3rd
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect
Healing
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Healing Word got an improved upcast of 2d4/level; surprising that this did not.
It's the same for mass cure wounds. The base amount of healing has been improved for each, but the upcast remains only 1 die.
To be fair, it makes sense to give the single target spells a stronger scaling, otherwise they would just be overshadowed by the mass versions at higher level spell slots.
The buff to mass healing word probably doesn't matter all that too much as it's main purpose is bouncing back allies after they drop.
But we're now up from 7.5 average healing to 10 average healing.
A fireball averages 16 damage if your allies pass their save so you can't just negate that as a bonus action.
A long sword averages 9.5 damage. There was hardly any point healing someone if it wasn't even going to allow them to survive an extra weapon swing, so now this might actually be useful for healing rather than just spam reviving allies. Since they didn't add a penalty to getting dropped and revived, what this actually means is you'll still wait to cast this until your allies get knocked unconscious, they'll just be able to withstand and extra hit after that point. Perhaps getting dropped to 0 hit points should burden you with a level of exhaustion.
We houserule exactly that. One level of exhaustion when dropped.
We also run max rolls on healing, cause its undertuned as is. So far its been positive. We have yet to encounter class features as the life domain, which also makes rolls, but we'll cross that bridge when we get there. Just gotta up that one a little too