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6

Yes, Desciple of Life clearly triggers when using Healing Spirit. Let's adress the rules first. Disciple of Life states 3 conditions: use a spell of 1st level or higher to restore hit points to a creature Healing spirit is a spell of 1st level or higher that you can cause (use) to restore hitpoints. It almost word for word fulfills the conditions ...


0

A case of Rules and Interpretation The spell appears to meet the requirements for Disciple of Life every time someone enters its space. The requirements for Disciple of Life state that... Whenever you use a spell of 1st level or higher to restore hit points to a creature you gain the benefits of... the creature regains additional hit points equal to ...


0

Magical healing: fast but scarce | natural healing: slow but abundant If you want both magical and natural healing to coexist, one thing is clear: they have to attend to different needs, even though both restore hit points. If they filled the same niche, they would stand in direct competition and the stronger one would supersede and make the weaker one ...


1

This is kind of a tough one. Yes... The most permissive reading is "It's a spell that heals, so of course it does!" and if I were playing a character with that combination in a game with a DM that allowed it, you can be sure I'd take advantage of it. ...and No. That said, considering how powerful Healing Spirit already is, I'm inclined to parse things a ...


0

20d6 per member of the healing dance, up to 24 creatures This limmit on creatures assumes that everyone involved in the dance has 30 move speed, with more move speed it is possible to add more creatures. Now for the explanation. simply put, each person on their turn moves into then out of the spirit, then also takes the ready action to move in and out of ...


8

Each person can heal at least twice per round for a total of 80 heals This entire gimmick depends on the Ready action: [...] First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it [...] Using this you could ...


11

If you're most concerned with cost-effective and are not concerned with the most time-effective option, the one and only answer is Healing Spirit (XGtE, p.157). If you can get your party to dance to your tune (i.e., walk through the effect in an orderly fashion), you can heal all of them for 10d6 each in a minute's time with a 2nd Level slot, or 20d6 with a ...


44

Nope, this is no longer the case! Spells (and all features etc) do only what they say they do. Cure wounds very specifically says: This spell has no effect on undead or constructs So in fact it does nothing to undead at all. Neither heal nor harm. Specifically, there is no concept of healing "positive energy" and harmful "negative energy", and so no ...


22

Some monsters that inflict blood loss reduce maximum HP scores. Take, for instance, a vampire’s Bite attack: Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The ...


71

Hit points are a poor abstraction for blood loss Here's the full description of hit points in the Basic Rules, with the most relevant phrases highlighted in bold face: Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are ...


8

It can if you want to allow it; there are no official rules for it D&D has no rules about losing blood. HP is an abstraction of how healthy you are, it does not have any real relation to how many injuries you have or how much blood you have lost. Somebody at 1 HP might have been hit on the head a few times with a big stick, or they might have been on ...


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