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How is Mass cure wounds 5e Druid spell?
Druids are more than capable of curing parties. However, spellcasting Druid 5e tend to be more focused on damage and crowd control spells such as Telephone Lightning or Earthquake. That being said, Druid 5e may use a different assortment of recovery spells. Clerics and Favored Souls have immediate healing spells like Moderate Cure Wounds or Mass Heal. Druids use spells like Lesser Vigor, Greater Vigor, Mass, or Regenerate. These charms are called heal-over-time’ or HoTs and recover lost health over several seconds instead of all at once. So how is the spell-like Mass cure Wounds 5e? Druids can be known as licensed Physicians’ since they can throw a vigour or regenerate spell on an ally in advance of them getting damaged, ensuring a slow and steady influx of recovery.
That requires less focus on seeing their allies’ wellness to focus more on damage and other sides of the druid 5e class. That is all good and healthy, but it should state that Druid healing is not burst to cure similar to other healers. Druids also gain classic recovery charms like Panacea, Remove Disease, and Lesser Restoration.
Curing Spirit Cast at 5th Level
You produce a sphere of healing encompassing your noble companion. You support his wounds for a whole minute. Experts: Druids do not have many healing spells. I nearly chose 5e Mass Cure Wounds for this article but thought that Healing Spirit could offer fantastic effects when cast at a 5th level spell slot. For one, this spell serves ten rounds (one minute) and fixes 4d6 each round. Plus, a 5e druid can cast it 60 ft away and choose to move it as a bonus action. That implies that for a single minute of the battle, you’ll have used a fifth level spell slot to cure a maximum of 240 hit points for one personality. And let’s not forget that your entire party could take turns moving throughout the Recovery Spirit to be cured each round (if this motion is feasible), possibly healing 1,000 hit points within the course one minute. If used from combat, you could cure your party entirely.
Compared to a fifth level spell, Mass Cure Wounds, 5e Healing Spirit seems to be the exceptional spell as it scales. Keep in mind that 5e Mass Cure Wounds is an instant effect, not requiring concentration or party members’ positioning. However, it still only heals six people a maximum total of 170 hit points. If you require instant recovery, Mass Cure Wounds is superb. If you want sustainable recovery for up to one minute, Healing Spirit cast at higher degrees is incredible. If you have a party with higher mobility (rogues, monks, etc.), it’ll be a lot easier to heal many party members of the spell; keep party composition/abilities in your mind.
Disadvantages: This spell requires attention; for ten rounds, you will have to keep yourself secure. It also requires tactical positioning in battle.
|Cantrip||Level 1||Level 2||Level 3||Level 4||Level 5|
|Druidcraft||Animal Friendship||Animal Messenger||Call Lightning||Blight||Antilife Shell|
|Guidance||Charm Person||Barkskin||Conjure Animals||Confusion||Awaken|
|Mending||Create or Destroy Water||Darkvision||Daylight||Conjure Minor Elementals||Commune with Nature|
|Poison Spray||Cure Wounds||Enhance Ability||Dispel Magic||Conjure Woodland Beings||Conjure Elemental|
|Produce Flame||Detect Magic||Find Traps||Meld into Stone||Control Water||Contagion|
|Resistance||Detect Poison and Disease||Flame Blade||Plant Growth||Dominate Beast||Geas|
|Shillelagh||Entangle||Flaming Sphere||Protection from Energy||Freedom of Movement||Greater Restoration|
|Faerie Fire||Gust of Wind||Sleet Storm||Giant Insect||Insect Plague|
|Fog Cloud||Heat Metal||Speak with Plants||Hallucinatory Terrain||Mass Cure Wounds 5e|
|Healing Word||Hold Person||Water Breathing||Ice Storm||Planar Binding|
|Goodberry||Lesser Restoration||Water Walk||Locate Creature||Reincarnate|
|Jump||Locate Animals or Plants||Wind Wall||Polymorph||Scrying|
|Longstrider||Locate Object||Stone Shape||Tree Stride|
|Purify Food and Drink||Moonbeam||Stoneskin||Wall of Stone|
|Speak with Animals||Pass without Trace||Wall of Fire|
|Thunderwave||Protection from Poison|
How does the Life Domain Blessed Healer 5e work with a Spell-like Regenerate?
The Life Cleric has two individual features which you’ve conflated here. The first one is the Disciple of Life. Whenever you use a charm of 1st Level or high to restore hit points to a monster, the creature regains additional hit points equal to 2 + the spell’s level. When you cast a 1st degree or high spell that restores hit points into a creature other than you, you regain hit points equal to 2 + the spell’s level. Blessed Healer 5e is straightforward. You get healed when you throw a spell. A disciple of Life is somewhat less clear. It is triggered” when you use a spell to restore hit points into a monster”. There are just two interpretations of the:
The first is that using the spell is precisely the identical thing as casting it, and so just the initial 4d8 + 15 gets the +9 hp from Disciple of Life in 5e. If that’s the case, the goal would indeed gain ten hp every turn for the duration. Unfortunately, there is nothing in the rules to help determine which translation is accurate. “Using” a charm isn’t shared language – almost everything in the rules discussions about casting a spell, not using it.
Suppose you are a cleric/druid using all the Disciple of Life attribute. Does the goodberry 5e spell benefit in the feature? Yes. The Disciple of Life feature would make each berry restore four hit points, instead of 1, assuming that you cast goodberry using a 1st-level spell slot. In case Disciple of Life functions whenever someone eats a 5e goodberry, it must undoubtedly work every time Regenerate heals somebody. So yes, Regenerate 5e throw with a Life Cleric will cure ten hp each turn.
Do you like the idea of giving them Wild Shape at 2nd Level? And the Circle of the Moon as an archetype, the Druid, can tank for a party. Nevertheless, the Druid remains strong support in the sport of D&D. Historical access to more than just healing spells – I see a pattern. Healing spells at reduced levels are crucial. I might have said that. However, there are some pretty great “support” spells accessible at lower levels. Many of these charms are underrated and based upon this party’s makeup, may come in very useful.
As a bonus action, you can aim a person a significant distance off and spend around half your Druid 5e level of d6s on healing for them. You then get all of your fey healing dice back after a long rest. While d6s are not as lovely as a d8, the very fact you can get a good chunk of recovery out there as a bonus action and without expending a spell slot is incredible. Once again, you can never have enough recovery.
Impressive AoE spells – On an excellent front liner, the 5e Druid also has impressive AoE spells at higher levels. Sure, traditional magic user’s high-level AoE spells are more powerful. Still, not many of those wizards are leaving the conveniences of the rear of the space. A Druid 5e can wild shape, battle, and if desired, back out and throw some devastating spells if the enemies clump together.
Mass cure Wounds 5e
|Casting time||One action|
|Spell Details||A wave of healing spirit wipes out from the point of your choice within range. Pick up to six creatures in a 30-ft-radius sphere centred on that point. The individual target regains hit points equivalent to 3d8 + your spellcasting ability modifier. The spell does not affect undead or constructs.|
|Higher Level||Suppose you cast the spell applying a spell slot of 6th level or higher. In that case, the healing increases by 1d8 for each slot level above 5th|
|Class||Druid, Cleric, Bard|