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Oerlaf
2018-01-05, 01:58 AM
I think that 5e lacks good healing spells in both PHB and Xanathar's (except for Healing Spirit), so I tried finding healing spells and converting them to 5e. These are the spells.

Cleric Spells
1st level
Flash of Light
2nd level
Healing Light
Holy Light
3rd level
Renew
5th level
Healing Rain
Rejuvenation
6th level
Lightwell
Tranquility
9th level
Mass Revival
Second Soul
Touch of Life

Druid Spells
2nd level
Healing Light
3rd level
Healing Ward
Renew
4th level
Desperate Prayer
5th level
Healing Rain
Rejuvenation
Healing Wave
7th level
Healing Stream Totem
9th level
Mass Revival
Second Soul
Touch of Life

Paladin Spells
1st level
Flash of Light
2nd level
Healing Light
Holy Light
5th level
Healing Rain
Rejuvenation

Desperate Prayer
4th level conjuration
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: Instantaneous
You instantly imbue yourself with positive energy and regain a number of hit points, equal to 2d12 + your spellcasting ability modifier.

Flash of Light
1st level conjuration
Casting Time: 1 reaction (which you take when you or a friendly creature rakes damage or fails a death saving throw)
Components: V, S
Range: 30 feet
Duration: Instantaneous
You call upon the forces of good to immediately heal the wounds of an ally. The triggering creature regains 5 hit points.

Healing Light
2nd level conjuration
Casting Time: 1 Action
Components: V, S
Range: 30 feet
Duration: Instantaneous
A column of argent light, coruscating with positive energy, beams down on the target and heals her wounds. Choose one creature within range. It regains a number of hit points, equal to 1d8 + your spellcasting ability modifier.
Casting at Higher Levels: When you cast this spell using a spellslot of 3rd level or higher, the target regains additional 1d8 hit points for each spell slot level beyond 2nd.

Healing Rain
5th level conjuration
Casring Time: 1 Action
Components: V, S
Range: Self (20-feet radius)
Duration: Concentration, up to 1 minute
Positive energy falls from the sky in the form of scintillating rain. When you cast the spell and at the start of each of your turns thereafter, you and any friendly creatures within a 20-feet radius centered on you regain 1d4 hit points.

Healing Stream Totem
7th level conjuration
Casting Time: 1 Action
Components: V, S
Range: 20 ft.
Duration: Concentration, up to 1 minute
You conjure a magical totem and plant it in the ground in any unoccupied space within range. The totem emanates positive energy. When you cast the spell and at the start of each of your turns thereafter, all friendly creatures in a 20-feet radius centered on the totem regain 2d6+5 hit points.

Healing Ward
3rd level conjuration
Casting Time: 1 Action
Components: V, S
Range: 0 ft.
Duration: 1 minute
You conjure a magical totem and plant it in the ground. The totem immediately begins emanating positive energy. When you cast the spell and at the start of each of your turns thereafter, you and any friendly creatures within a 20-feet radius centered on the totem regains 1 hit point.
The totem is immobile and can be attacked. It has AC 7, 10 hit points and resistance to all damage. If the totem is destroyed, the spell ends.

Healing Wave
5th level conjuration
Casting Time: 1 Action
Components: V, S
Range: 150 feet
Duration: Instantaneous
You create a wave of Light energy that jumps from creature to creature in a manner similar to chain lightning, but rather than burning the targets, it closes their wounds and restores their vitality. Choose one creature within range that you can see. Three waves then leap to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature and can be targeted by only one of the waves. A target regains 10d8 hit points.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, one additional wave leaps from the first target to another target for each spell slot level above 5th.

Holy Light
2nd level conjuration
Casting Time: 1 Action
Components: V, S
Range: 120 feet
Duration: Instantaneous
You call a beam of Holy Light from the heavens, healing the wounds of a distant ally. The affected creature regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The spell has no effect on undead or constructs.
Casting at Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target regains an additonal 1d8 hit points for each spell slot level above 2nd.

Lightwell
6th level conjuration
Casting Time: 1 Action
Components: V, S, M (a holy water)
Range: 30 feet
Duration: 1 hour
In an unoccupied space within range of your choice, a fountain of light erupts, showering sparks of positive energy, shedding bright light in a 20-ft. Radius and dim light for an additional 20 feet, and dispelling darkness effects in the area.
The lightwell has a pool of healing energy, equal to 120 hit points. Until the spell expires or until this pool of healing is depleted whichever comes first, you and any creature friendly to you within 40 feet of the lightwell may draw up to 10 points from the pool as an action and regain a like number of hit points. You or any other caster with the spell may “recharge” the lightwell with another casting; this extends duration and adds to the total pool of points remaining in the lightwell. You can also add to the pool of healing points by casting cure wounds on the lightwell, but this does not extend the lightwell’s duration.
Once the spell expires, or once all hit points of healing have been depleted from the pool, the lightwell vanishes.
The lightwell cannot be destroyed by normal means, since it is not physical object, though it may be dispelled normally.

Mass Revival
9th level conjuration
Casting Time: 1 Action
Components: V, S, M (diamonds worth a total of at least 6’000 gp)
Range: Touch
Duration: Concentration, up to 5 rounds
An angelic form appears in the air as your fallen allies rise again. You temporarily restore life to up to six deceased creatures. You can raise creatures who have been dead only up to 2 minutes. In addition, the target’s soul must be free and willing to return. If the target’s soul is not willing to return, the spell fails.
When you cast the spell, the creatures are immediately restored to full hit points, vigor, and health with no penalties for being raised. Normal poisons and normal diseases are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creatures to be raised must be whole. Otherwise, missing parts are still missing when the creatures are brought back to life. The creatures’ equipment is unaffected by the spell.
You can also use this spell to revive someone who was killed instantly (like disintegrate spell) or who has been turned into undead and then killed again. The spell has no effect on celestials, constructs, elementals, fiends and undead, nor can it bring back a creature that has died of old age.
When the spell ends, the target immediately drops dead as if it had never been raised.
The original deaths of the creatures are used to determine the time limit for casting this spell.
Casting this spell does not affect in any way the ability of another caster to cast raise dead, resurrection, or true resurrection to restore permanent life to the targets.

Rejuvenation
5th level conjuration
Casting Time: 1 Action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute
Choose one friendly creature within range. Its wounds heal slowly; cuts close up, bruises fade, and broken bones set themselves. This spell does not restore severed body parts; ruined organs do not grow back. When you cast the spell and at the start of each of your turns thereafter, the target regains 2d8 hit points.

Renew
3rd level conjuration
Casting Time: 1 Action
Components: V, S
Range: Touch
Duration: Concentration, up to 1 minute
You create numerous enchanted leaves, which manifest and press against the wounds of one friendly creature of your choice, stopping its bleeding and gradually regenerating its health. When you cast the spell and the start of each of your turns thereafter, the target regains 2d4+1 hit points. The spell does not restore severed body parts or ruined organs.

Second Soul
9th level conjuration
Casting Time: 10 minutes
Components: V. S. M (a sprinkle of holy water and diamonds worth a total of at least 20’000 gp)
Range: Touch
Duration: Instantaneous
You create a second link to bind soul of a friendly creature within range to the world and restore him to life should he die.
If the target ever dies, it is restored to life 2d4 rounds later in the same spot. His soul must be willing and free to return. If the target’s soul is not willing to return, the spell does not work. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks when raised. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Second soul cures all hit point damage and ability score reductions (like Shadow’s Strength Drain). Normal poisons and normal diseases are cured in the process of raising the target, but magical diseases and curses are not undone. The condition of the remains is not a factor. The dead creature’s equipment or posessions are untouched by this spell.
A creature that has been turned into an undead creature or killed instantly (like disintegrate) spell cannot be raised by second soul. This spell has no effect on celestials, constructs, elementals, fiends and undead, nor can the spell bring back a creature that has died naturally of old age.

Touch of Life
9th level conjuration
Casting Time: 1 Action
Components: V, S, M (diamonds worth a total of at least 5’000 gp)
Range: Touch
Duration: Concentration, up to 1 minute
You temporarily restore life to a deceased creature. You can raise creatures who have been dead only up to 2 minutes. In addition, the target’s soul must be free and willing to return. If the target’s soul is not willing to return, the spell fails.
When you cast the spell, the creature is immediately restored to full hit points, vigor, and health with no penalties for being raised. Normal poisons and normal diseases are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. The creature’s equipment is unaffected by the spell.
You can also use this spell to revive someone who was killed instantly (like disintegrate spell) or who has been turned into undead and then killed again. The spell has no effect on celestials, constructs, elementals, fiends and undead, nor can it bring back a creature that has died of old age.
When the spell ends, the target immediately drops dead as if it had never been raised.
The original death of the creature is used to determine the time limit for casting this spell.
Casting this spell does not affect in any way the ability of another caster to cast raise dead, resurrection, or true resurrection to restore permanent life to the target.

Tranquility
6th level conjuration
Casting Time: 1 Action
Components: V, S, M (medical herbs)
Range: 30 feet
Duration: 1 minute
As ethereal music plays from the empty air, and faint wisp-like lights rise gently from the ground, the area around you is filled with an aura of healing and tranquility. When you cast the spell and at the start of each of your turns thereafter, all creatures within range regain 2d4+1 hit points provided you remove stationary: the spell ends as soon as you move. The spell does not differentiate between friend and foe, and the spell does take effect on undead, but does not take effect on constructs.

Gardakan
2018-01-05, 02:02 AM
I mean... a level 3 sorcerer with Divine Soul can Twin Spell onto Healing Word.

It's quite good. Healing is there. No need to complicate things that much.

It's hard to beat the Life domain of cleric after all.

Biggstick
2018-01-05, 03:29 AM
These very much so sound like healing spells from World of Warcraft. There are too many examples to choose from which behave in almost the exact same way to really list em all from my phone.

However, the one I did like was the level 1 reaction spell. It should only be available to the full-spell casting classes though like Cleric/Druid/Bard.

As the previous poster said though, healing is pretty inefficient in 5E. You're better off trying to prevent damage to your allies then trying to patch them up after they've been hurt.

gloryblaze
2018-01-05, 03:33 AM
These very much so sound like healing spells from World of Warcraft. There are too many examples to choose from which behave in almost the exact same way to really list em all from my phone.

However, the one I did like was the level 1 reaction spell. It should only be available to the full-spell casting classes though like Cleric/Druid/Bard.

As the previous poster said though, healing is pretty inefficient in 5E. You're better off trying to prevent damage to your allies then trying to patch them up after they've been hurt.

Don't play WoW but I recognize more than half the names from Heaethstone cards alone

Oerlaf
2018-01-05, 06:50 AM
These very much so sound like healing spells from World of Warcraft. There are too many examples to choose from which behave in almost the exact same way to really list em all from my phone.

However, the one I did like was the level 1 reaction spell. It should only be available to the full-spell casting classes though like Cleric/Druid/Bard.

As the previous poster said though, healing is pretty inefficient in 5E. You're better off trying to prevent damage to your allies then trying to patch them up after they've been hurt.

Yes, they are from World of Warcraft.