Talk:5e House Rules
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- The proposed "offical homebrew/possible future errata" is the spell ends once the spirit has restored hit points a number of times equal to twice your spellcasting ability modifier. It's not bad, but I don't see any need to include new heals before we even use the old ones and see how they feel. -gm
- To be fair, that reasoning can just as easily swing back the other way--we haven't played at all to test whether or not healing spirit feels unbalancing. 10d6/person heal is a lot, but invisibility, blur, blindness/deafness, and so on are also all 2nd-level and it's not too tough to think up circumstances where they could prevent that much damage (blur will always deny a rogue's sneak attack (absent stuff like lucky halfling), for example), with the advantage that they can be set up without healing spirit's hassle. -slitherrr (talk)