You cannot choose to abstain from a potion effect
Potion of Healing states:
You regain hit points when you drink this potion.
In that language, there is no choice. Just cause and effect. You drink the potion, you regain hitpoints.
If you had a choice about potion effects, then the Potion of Poison would hold no threat.
This concoction[potion of ...
If a Wraith reduces your maximum HP to zero, you die
The explanation you've been given seems to be a little mixed up - it's not that necrotic damage inherently cannot be healed, but that the Wraith's attack deals necrotic damage and also has a secondary effect which can reduce your HP maximum until your next long rest:
Life Drain. Melee Weapon Attack: +6 ...
No, because the Ready Action requires you to cast the spell as normal and then hold it, releasing it with your reaction later.
You are using your action to cast the spell on your turn.
PHB pg. 193 under Ready, emphasis mine:
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.
According to Jeremy Crawford, yes
Per a tweet from Jeremy Crawford, lead designer of the game, the answer is yes.
The benefit of the Survivor feature happens at the start of each of your turns, whether those turns are inside or outside combat. #DnD - @JeremyECrawford
However, whereas historically his tweets were considered to be official rulings ...
The Fighter must wait until round 3
During round two in your scenario, when the Cleric heals the Fighter, the Fighter's turn has already ended for that round, so they would need to wait until the next round to take another turn.
The rules for death saving throws state the the saving throw is made at the start of the dying creature's turn (the Fighter, in ...
Non-disease illnesses are not modeled in the rules
The mechanics of D&D are mainly focused around combat, exploration, and social interaction, not to mention magic. While infectious diseases are covered in the DMG Chapter 8, as far as I can tell there is no attempt in the rules to model any kind of illness other than that caused by disease or magical ...
Myopia is not a defined condition in D&D 3.5e: as a result, nothing in the rules causes it, and nothing in the rules fixes it. It just is not a part of the game. If you are playing by the rules, you are apparently playing in a game world where it simply does not exist. If you want to add it, you have to come up with rules for it yourself, and that ...
Beacon of Hope affects any and all healing, including potions of healing
The beacon of hope spell states:
For the duration, each target [...] regains the maximum number of hit points possible from any healing.
The potion of healing states:
You regain hit points when you drink this potion...
Thus drinking a potion of healing would count as healing ...
The Beacon of Hope spell description says:
Choose any number of creatures within range. For the duration, each target [...] regains the maximum number of hit points possible from any healing.
So, if you're healing someone with Cure Wounds, for example, you roll 2d8. The maximum you can heal is 16, minimum is 2, average is 9. When you heal ...
The wording is not vague
You always take the maximum value of any dice rolled to heal you. If someone casts a spell that heals 2d8+3 hp to everyone in 30 feet and it affects you and they roll a 3 and a 1 you heal 19 hp and everyone else affected heals 7. You treat dice rolled to heal you as if they rolled their maximum value for you. The source of the ...
This combination works
The Life Domain cleric's Disciple of Life feature states:
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Note that this not say once per spell or once per cast or similar wording, this bonus to healing occurs each time ...
The answers that are anti-Medicine seem to only be looking at applications during combat. Most of the use in practice seems to be in the exploration/social interaction pillars, not so much in combat (though there are a limited number of those uses listed by other answers, special wounds and bites). This shouldn't be a surprise: what's the last time you used ...
Upcast spells (cast with a 6th level slot) count as 6th level spells, but it's unclear whether this would apply to the Horrible Scar rule
In the PHB, p. 201, under Spell Slots:
Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. ...
The Order Domain cleric's Voice of Authority feature (GGtR, p. 26) says:
If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If your ally, the intended target of healing ...
Yes, healing is unaffected by temporary hit points
When you have Temporary Hit Points nothing prevents you from healing your actual hit points. The rules for temporary hit points say (emphasis mine):
Healing can't restore temporary hit points, and they can't be added together. [...]
If you have 0 hit points, receiving temporary hit points doesn't ...
Regenerate for this DM
I took a few minutes to learn about strokes here, and the general gist is that due to a combination of ruptured/blocked blood vessels a bunch of brain cells die. This progressing to full death depends on how far it gets, but regardless the creature in question effectively has severed body parts by virtue of brain cells being dead and ...
As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Nowhere does it mention that the target needs to be immobile ...
Current hit points are unaffected by hit point maximum increases
A character's hit point maximum is only the upper limit on the creature's current hit points:
A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0.
This is reinforced in the section on healing:
When a creature ...
You can heal summoned creatures
For example, cure wounds specifies:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
A summoned creature is still a creature. You can heal it with any spell that normally heals creatures.
This still works for the Bag ...
First of all it is worth to mention that an Iron Golem only heals from fire spells, not regular fire. Still it is possible to somehow "heal from fire".
A feat Healing flames from Races of Faerun allows a fire genasi or a tanarukk to heal by touching a source of fire, with ammount depending on its size.
A soulmeld Phoenix belt from Magic of Incarnum, grants ...
Necrotic damage does not reduce your max HP
You are confusing things. Necrotic damage is just a type of damage.
An axe deals slashing damage, a fireball deals fire damage and some things deal necrotic damage. None of these damage types do anything other than determine vulnerabilities, immunities and resistances.
What's special here is that your character ...
You don't need to nerf the spell, because
Spells are already limited by game mechanics and action economy.
There are already tradeoffs to casting Healing Word on a character with 0 HP.
Casting the spell requires the caster to expend a spell slot. It's a limited resource with an opportunity cost; usually, casters cannot expend multiple spell slots on their ...
It has multiple uses.
The Sword of Wounding, (Basic Rules), the Nycaloth (MM), the Bearded Devil (Basic Rules), and the Horned Devil (Basic Rules) all inflict wounds that cause damage in subsequent rounds, however, a Wisdom (Medicine) check can stop the wound.
An example from the sword (the others are substantially similar):
...the wounded creature, ...
You would heal at least the minimum amount that Durable grants while using Dwarven Fortitude.
The Durable feat says (PHB, p. 166):
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
While the Dwarven Fortitude racial feat says (XGtE, p. 74; ...
Nearsightedness exists in D&D, but it cannot be cured by a cleric.
It is found in the trait rules in the Unearthed Arcana.
There is no known method for altering traits, once selected. However, a generous DM might allow the retraining rules to be applied, with any necessary tweaks.
As the trait rules are optional, not all groups will be using them. ...
Yes you can be healed or stabilised while petrified
The condition petrified states the following:
A petrified creature is transformed, along with any nonmagical object is is wearing of carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
The creature is incapacitated (see the ...
Not a problem.
First, healers are not mandatory. There are other ways of handling the situation that don't require a dedicated healer spot.
Second, a circle of the moon druid is a fine healer, as long as everyone can wait until after the fight for healing (which is a good thing to shoot for anyway). You still have all the same casting slots that any ...
Everything depends on how you recognize myopia in the system.
If you see myopia as a disease, Remove Disease (Clr 3) will cure it;
If you see myopia as a low-grade blindness, Remove Blindness/Deafness (Clr 3) is the way to go;
If by chance is a curse, Remove Curse (Clr 3) is your spell of choice;
Break Enchantment (Clr 5) and Heal (Clr 6) can deal with a ...