You use your arcane and medical knowledge to tend to the wounds of a creature you touch. You either cauterize a wound, reduce a dislocated joint or set a broken bone, which is unfortunately accompanied by a certain amount of searing pain, anguished noise and an awful smell, breaking any possible stealth. The creature regains a number of hit points equal to 1d8 + your spellcasting modifier, but must succeed on a constitution saving throw against 10 + spelllevel or fall unconscious for 1d4 hours. A creature that falls unconscious through this spell can be shaken awake with an action and rejoin the initiative order. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
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