Healing from the Wither and Bloom 5e spell in D&D

Wither and Bloom 5e

Healing from the Wither and Bloom 5e spell in D&D

Suppose the target is not carrying the remaining Hit Dice and cannot heal. It won’t be able to heal itself by spending (the not-existing) unused Hit Dice for Wither and Bloom 5e spell in D&D. The spell remains in effect (and used); however, since the person is unable to spend Hit Dice (they have none left), there is no healing. The modifier is a modifier. Since no Hit Dice are available to heal, there’s no way to alter it, and it’s lost (though the effects of necrotic injury and withering vegetation remain in use).


Let’s look at the weaknesses of the spell: It’s incredibly low damage. 2d6 for a Level 2 spell slot is about the same amount of damage as the damage of a cantrip. That is happening in an acceptable half-fireball of space. However, it’s not very significant. Similar spells, like Shatter, can deal 3d8 damage within the same range.

Therefore, we’re heavily relying on the effect of healing. The healing effect depends on the party members’ ability to hit dice. Consequently, the impact of the healing varies based on the member of the party. For example, your fighter heals d10, your Artificer heals d8, and your Barbarian heals d12. If you choose who you choose to pick, it could be an excellent healer or an unreliable one. It also depends on your group not being healed excessively during rest periods of short durations. If they do not have any hit dice left, it’s impossible to get your healing.

But this is where the most exciting aspect of this spell is. You’ve just restored someone’s health under being the Wizard! That’s a huge win! If you can prepare this spell to be an emergency spell, you’ll be able to cure the Cleric from unconsciousness as far away as 70 yards. After that, your Cleric will recover, and fights can resume normal. The ability to bring people back from death’s edge is instrumental! You can still inflict seven damage if the opponent is near the Cleric’s body.

Keep this as an ability of level 2. It aims to take people off in an emergency and save them from death. The scale is pretty neat. However, it is terrible. The fireball gives 8d6. It deals 3d6. Healing additional hit dice can be great, but when it heals 4 Hit Dice, the Heal spell will likely be healing for 70. This spell should be helpful for a second-level utility spell. Your guests could be thankful for this pretty soon!

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A fascinating side note. Because this healing depends upon Hit Dice, your party members could benefit from the hit dice effects. But, for example, If they pick to use the feat Durable, they’ll gain only a small amount of health through this spell. So it’s not worth creating a whole campaign around one spell. However, If your player enjoys hitting dice feats somehow, remember this spell in the back of their minds!

How good is Wither and Bloom 5e?

Wither and Bloom is the best backup spell since it could be more efficient to be used continuously. Suppose you can create the ideal conditions with grouped enemies, with an ally killed in the midst. Then, it will be a great feeling to deal with destruction and revive your group player with just one action.

The spell’s inefficiency is diminished by combining it with other features of the class and items. For instance, School of Necromancy wizards can heal themselves three times the spell level when they defeat a creature using the necromantic damage of the spell. That is a straightforward six hit points of healing and could be more if you cast the spell more than once or can take defeat several creatures, in one casting.

Suppose sorcerers obtain a Bloodwell Vial wither and blossom. It will be an essential spell since it permits you to play Hit Dice mid-combat. Moreover, it means you’ll be able to spend more on your Metamagic spells without worrying about running out of money.

Circle of Wildfire and Circle of Stars Druids have both the capacity to enhance the efficiency of wither as well as Bloom’s healing effects. For example, at the 6th level, you can use Circle of Wildfire druid’s Enhanced Bond lets them increase the number of d8 on heal roll. In the same way, using the Circle of Stars druid’s Chalice form allows them to heal any creature within 30 feet for 1d8 plus their Wisdom modifier if they can cure a creature using the spell.

What Does Wither and Bloom Do?

Wither and Bloom is a necromancy spell of 2nd level taken from Strixhaven’s The Study of Chaos which gets its name and effects from Witherbloom College. The primary field of study is the examination of development and decay. Therefore, it is only natural that the school’s signature spell lets the caster deal out necrotic harm as well as heal their companions.

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If the spell is activated, you can attack as many creatures as you want within a 10-foot distance to make a Constitution saving roll. If you fail to make the save, it suffers 2d6 necrotic damage. Then, you’ll be able to select one of the creatures within the initial radius. That can roll an un-spent hit dice (if they possess one) and gain hit points equal to the result, plus your modifier for spellcasting.

If the spell is upcast, the necrotic damage and the amount of Hit Dice that can be used increase by one for each spell slot that is above the 2nd level. It is important to remember that the creature must possess at least one un-spent the Hit Dice to benefit from the healing effects.

Use Cases for Wither and Bloom

We’ve seen spells that mix damage and healing effects before they are used in vampiric touch. However, the enervation, wither, and Bloom is unique in that the healing doesn’t only focus on the caster. Although the spellcaster can use its effects, it works most effectively when performed from a distance to revive a party member who is unconscious and to damage the area’s enemies. Wither and Bloom are the lowest level healing and damaging spell, with vampiric touch coming at the 3rd level and enervation starting at the 5th level.

The effect that this spell can be dependent on the target’s Hit Dice. Targets with higher Hit Dice, such as fighters or barbarians, can gain more hit points than wizards or sorcerers, with only a 6. However, the amount of healing won’t matter as long as the target is restored from unconsciousness and can take a turn they would otherwise miss. It’s important to note that the healing effects can be applied even when enemies aren’t in the zone. For example, suppose your Cleric is in a slump without any enemies. Using the second level of spell slot could be worthwhile to get them back to the fight, even though you’re not doing any harm.

Although it may appear to be an effective, versatile spell, it has some drawbacks that frequently hinder its effectiveness. First, the damage is comparatively low for a spell of 2nd level. For example, 2d6 does only 7.7 damage to each person. In comparison, shatter–another 2nd-level spell with a 10-foot radius–deals 3d8 damage, which equals 13.5 damage per creature. Wither and Bloom’s destructive effect can also affect Constitution save throws, which are incredibly effective saving throws against monsters.

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Another drawback is that the recipient must be within the 10 feet radius of the spell’s effects and have an unused hit Dice that they can use to get the healing. One must jump through a fair amount of hoops compared to the healing basics, such as the word “healing.”

Who Can Cast Wither and Bloom?

The potential upsides, as well as the significant negatives of Bloom and wither, pose the question. Why shouldn’t casters have more healing spells to heal and a more potent damage spell for causing damage?

Wither and Bloom is the only healing option that is available to the majority of wizards and sorcerers. That makes it an excellent backup plan for any party that requires immediate healing. Yes, you can keep around the healing potion; however, Wither and Bloom can heal you from up 70 feet away, which is crucial in dangerous battles.

Druids also take up the spell, but it’s less likely significantly impact the utility of druids because of their accessibility to damage in the area of effect as well as healing spells.


  • Source: Strixhaven: A Curriculum of Chaos
  • 2nd-level Necromancy
  • Duration of Casting: 1 action
  • The range: 60 feet
  • components: The components are: (a stretched and withered vine twisting into a loop)
  • Duration: Instantaneous
  • Spell Lists. Druid, Sorcerer, Wizard

You summon death and life on a sphere with a radius of 10 feet with a center point in of. Any creature you wish to summon within that zone must make a Constitution saving roll, suffering 2d6 of necrotic damage for the failed to save, or half the damage upon a successful save. In that area, nonmagical vegetation is slowed down.

Additionally, one creature of your choice within the area you choose to spend can use one of their unused Hit Dice. And it can gain several hit points equal to the roll plus the spell-casting ability multiplier.

At higher levels: When you use this spell with an enchantment slot that is 3rd or greater, the damage is increased by 1d6 for every slot above 2nd. Additionally, the number of Hit Dice can be useful with your healing roll. Again, it is increased by 1 for every slot above 2nd.