Rebonack
2018-03-17, 12:27 PM
Okay, so. Cure Wounds is on the Celestial Warlock's expanded spell list. Cure Wounds is also notoriously bad. Doubly so because of the Warlock's limited spell slots. That's why their healing light ability got shifted from level 14 to level 1 (a wise choice, I would say). Healing a handful of HP is a pretty low impact use of a Warlock slot, especially when they get a decent pool of bonus action heals. Arguably you could spin the short rest slot recovery as being a good source for 'out of combat healing' but there are already pretty ample resources for approaching that problem (just not with a warlock).
This all got me thinking about Healing Elixir, a level 1 Warlock/Wizard spell from UA that didn't make it into the guide to everything. For those that didn't see it, the spell creates a basic healing potion (2d4+2 healing) that lasts for 24 hours. Takes ten minutes to cast one. I ran a Warlock a while back with this spell and it actually worked out brilliantly. They could use any travel downtime to create a few potions for use in or out of combat. Great way to take full advantage of the warlock's short rest spell recovery. Bonus points for using a familiar to administer the potions in the heat of battle.
So, that brings us back to our pal the Celestial Warlock. Cure Wounds feels like a VERY poor fit for how a warlock casts. Healing Elixir fits VERY nicely with how a warlock casts. So to that end, would the Celestial Warlock work better with a spell like Healing Elixir on their expanded list in place of Cure Wounds? Obviously Healing Elixir needs some work (doesn't scale, lasts 24 hours and thus encourages Coffeelock) but I feel like it would make a pretty great replacement for an otherwise iffy spell choice. And re-fluffed as manna (or what have you) it would fit the flavor the Celestial Warlock is trying to hit as well.
What do you guys think? Does Healing Elixir have any potential as a celestial warlock-only spell?
This all got me thinking about Healing Elixir, a level 1 Warlock/Wizard spell from UA that didn't make it into the guide to everything. For those that didn't see it, the spell creates a basic healing potion (2d4+2 healing) that lasts for 24 hours. Takes ten minutes to cast one. I ran a Warlock a while back with this spell and it actually worked out brilliantly. They could use any travel downtime to create a few potions for use in or out of combat. Great way to take full advantage of the warlock's short rest spell recovery. Bonus points for using a familiar to administer the potions in the heat of battle.
So, that brings us back to our pal the Celestial Warlock. Cure Wounds feels like a VERY poor fit for how a warlock casts. Healing Elixir fits VERY nicely with how a warlock casts. So to that end, would the Celestial Warlock work better with a spell like Healing Elixir on their expanded list in place of Cure Wounds? Obviously Healing Elixir needs some work (doesn't scale, lasts 24 hours and thus encourages Coffeelock) but I feel like it would make a pretty great replacement for an otherwise iffy spell choice. And re-fluffed as manna (or what have you) it would fit the flavor the Celestial Warlock is trying to hit as well.
What do you guys think? Does Healing Elixir have any potential as a celestial warlock-only spell?