TEXT: EN World EN5IDER| Strands of Life
  EN World EN5IDER| Strands of Life
  Healers have been a staple of 
  fantasy roleplaying since Gary 
  Gygax rolled his first cleric. The 
  archetypical cleric has evolved over 
  the years, but his basic goals are 
  the same: to keep his friends alive. 
  While warriors hold the front lines 
  and wizards hurl fireballs from 
  the rear, the healer dominates the 
  midfield and provides his allies 
  with vital healing and support.
  As a healer, when your allies 
  start dropping and defeat seems 
  imminent, you need the right 
  spells to save the day. Healing 
  and defending is sometimes 
  characterized as a chore better 
  left for NPCs, but knowing how 
  to maximize the efficiency of 
  your healing is a major tactical 
  experience. The spells and 
  suggestions in this article are 
  geared towards players who are 
  excited about the possibility of 
  healing being a choice-driven 
  combat role.
  ENHANCE YOUR ROLE: 
  HOW DO DIFFERENT 
  CLASSES HEAL?
  If you want to be a dedicated 
  healer, the first thing you should 
  understand is how your role in 
  of 
  Life
  By Giltônio Santos
  Strands
  
  EN World EN5IDER | Strands of Life
  combat affects your roleplaying. In fifth edition, 
  all classes that heal do so through magic, with 
  the exception of a single fighter maneuver and 
  two feats. The in-universe workings of magic 
  are intentionally left vague—magic is a blank 
  slate, which gives Game Masters a lot of room to 
  customize! Here are some suggestions:
  Bards
  The bard weaves healing magic through his 
  performance to soothe and comfort the injured. 
  Bards are the ultimate dilettantes, knowing a little 
  bit about every kind of magical and mundane cure. 
  Most bards know curing spells, possibly learned 
  from clerics they met on the road, and other bards 
  “heal” their allies by inspiring them to push through 
  the pain or soothing them through their music. Song 
  of Rest, while not explicitly magical, is far from 
  mundane.
  New Bard Spells 
  Cantrip (0 level)    
    Virtue
  1st Level
    Suppress Pain
  2nd Level
    Shield of Honor
  3rd Level
    Warrior’s Blessing 6th 
  Level
    Guardian of the Living
  Clerics
  Clerical magic is powered by their faith in a higher 
  power, making divine healing the most mystical 
  of all healing magic. A cleric who chooses the Life 
  domain is easily the game’s most powerful healer, 
  but she can excel as a healer regardless of her 
  domain choice. Your faith has an effect on how you 
  roleplay healing. For example, a cleric of Life may 
  heal her friends frequently and enthusiastically, 
  but a cleric of Trickery may heal only when she 
  considers it dramatically appropriate.
  New Cleric Spells 
  2nd Level
    Halo of Rejuvenation 
  3rd Level
    Warrior’s Blessing
  4th Level
    Spheres of Recovery 
  5th Level
    Strands of Life
  6th Level
    Guardian of the Living
  Druids
  The druids learned long ago that 
  nature is unmatched in its ability 
  to recover from harm. The ancient 
  circles teach druidic initiates to infuse 
  their allies with that same primordial 
  power. Druidic healing powers are 
  about renewal and growth, not dulling 
  pain or bandaging wounds. The Circle 
  of the Land has greater access to spells 
  that allow them to mitigate damage 
  (like blur and mirror image). The 
  Circle of Life, presented in EN5ider’s 
  Circles of Power, is subclass created 
  specifically for a druidic healer.
  New Druid Spells 
  Cantrips (0 level)   
    Nature’s Ward
  1st Level
    Regrowth
  2nd Level
    Halo of Rejuvenation 
  3rd Level
    Life Seed
  6th Level
    Guardian of the Living
  Paladins and Rangers
  These 
  classes 
  can 
  be 
  considered 
  “secondary healers,” who have the 
  ability to heal, but often have better 
  options in the midst of combat.
  A ranger’s healing talents should 
  relate to his knowledge of the natural 
  
  EN World EN5IDER| Strands of Life
  world and his role as a survivalist, 
  staying in the middle ground between 
  a purely non-magical warrior and a 
  druid’s complex skillset.
  A paladin’s spells are generally more 
  useful when cast offensively, but their 
  Lay on Hands ability allows them 
  to keep their allies healthy without 
  spending precious spell slots, putting 
  them one step ahead of the ranger. 
  New Paladin Spells 
  1st Level
    Suppress Pain
  2nd Level
    Shield of Honor
  3rd Level
    Warrior’s Blessing
  New Ranger Spells 
  1st Level
    Regrowth
  3rd Level
    Warrior’s Blessing
  KNOW YOUR METHODS: 
  A PRACTICAL GUIDE FOR 
  HEALING MAGIC
  Damage Mitigation
  Because of their efficiency, damage 
  mitigation spells are a valuable 
  resource. You don’t have to cure 
  wounds if there are no wounds to 
  cure! Everything that reduces damage 
  instead of restoring it qualifies as 
  damage mitigation, including spells 
  that grant temporary hit points, 
  improve armor class, or give resistance 
  to one or more types of damage.
  Spells like shield of faith, aid and 
  barkskin qualify, but the bards’ Cutting 
  Words and Combat Inspiration 
  abilities are even more efficient, since 
  they don’t consume spell slots.
  Gradual Healing
  While the initial hit point recovery of gradual 
  healing spells is not as potent as direct healing, it 
  becomes more efficient if you can keep it active for 
  the duration. This makes heal-over-time spells the 
  best choice when you have time to spare.
  In previous editions, spells like lesser vigor used to 
  fill this niche, but the fifth-edition core rules are 
  seriously lacking in options for healing over time. 
  This article presents a slew of new gradual healing 
  spells to help to fill that niche. 
  Direct Healing
  This is your basic role as a healer: answering direct 
  damage with direct healing. There are many flavors 
  of direct hit point recovery, but cure wounds is your 
  bread and butter. Other spells, like healing words—
  which can recover hit points from range—trade 
  numerical efficiency for utility. While gradual 
  healing requires patience and damage mitigation 
  requires planning (and a little luck), direct healing 
  solves problems immediately. Be wary when 
  preparing these spells, though, because dealing 
  damage is usually a more effective use of your 
  action than healing it.
  Direct healing is your most powerful resource, but 
  keep in mind that others are more cost-effective, if 
  you have time to set them up.
  The Healer Feat
  If you intend to go into the healing role full time, 
  you should consider choosing the Healer feat as soon 
  as possible. Healing 1d6 + 4 + level once to each ally 
  every short rest is a powerful resource, saving you 
  important spell slots.
  EXPAND YOUR ARSENAL: 
  NEW HEALING SPELLS.
  Droplets of Invigoration
  4rd-level evocation
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S
  
  EN World EN5IDER | Strands of Life
  Duration: Instantaneous
  You create two beads of positive energy that speed 
  toward two creatures within range. Each creature 
  regains a number of hit points equal to 3d6 + your 
  spellcasting ability modifier. This spell has no effect 
  on undead or constructs.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the healing increases 
  by 1d6 for each slot level above 4th.
  Guardian of the Living
  6th-level evocation
  Casting Time: 1 reaction, which you take when you 
  or a creature within 30 feet of you takes damage
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  A creature of your choice that you can see within 
  range and that took damage during this turn regains 
  hit points equal to 5d8 + your spellcasting ability 
  modifier. This spell has no effect on undead or 
  constructs.
  Halo of Rejuvenation
  2nd-level evocation
  Casting Time: 1 action
  Range: 20 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A small circle of blue light appears over the head 
  of a creature of your choice within range and lasts 
  for the duration. When the halo of rejuvenation first 
  appears, that creature regains a number of hit points 
  equal to 1d6 + your spellcasting ability modifier. As 
  a secondary effect, the target regains an additional 
  1d6 hit points at the end of each of its turns.
  As a bonus action, you can move the halo of 
  rejuvenation to another creature, which must be 
  within 20 feet of the first target. If you do so, the 
  secondary effect moves to the new target. This spell 
  has no effect on undead or constructs.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the initial healing 
  increases by 1d6 for each slot level above 1st.
  Life Seed
  3rd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 
  minute
  You create a seed of positive energy 
  that buries into the ground at a point 
  within range, and blossoms into a 10-
  foot radius sphere of golden energy. 
  On the start of their turn, each creature 
  within the sphere regains a number 
  of hit points equal to 1d6 + your 
  spellcasting ability modifier. This spell 
  has no effect on undead or constructs.
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level 
  or higher, you create an additional 
  seed for each slot level above 3rd. A 
  creature cannot benefit from this spell 
  more than once per turn.
  Nature’s Ward
  Abjuration cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You imbue a creature with protection 
  against natural forces. Until the end of 
  your next turn, the willing target you 
  touch has resistance to cold, fire, and 
  lightning damage.
  Regrowth
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 
  minute
  You infuse a creature with natural 
  magic, increasing its ability to recover 
  from wounds. For the duration, in 
  the beginning of each of its turns, 
  the creature regains 1d4 hit points. 
  
  EN World EN5IDER| Strands of Life
  This spell has no effect on undead or 
  constructs.
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the healing increases by 1d4 
  for each slot level above 1st.
  Shield of Honor
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You trace a sigil on an adjacent 
  creature’s body, creating the glowing 
  outline of a shield that protects them 
  from injury. The creature gains 10 
  temporary hit points for the duration.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the number of temporary hit 
  points gained increases by 5 for each 
  slot level above 2nd.
  Suppress Pain
  1st-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You dull the pain of a creature’s 
  wounds and help it tolerate further 
  punishment. The creature regains 1d6 
  hit points and also gains temporary 
  hit points equal to your spellcasting 
  ability modifier. This spell has no 
  effect on undead or constructs.
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level 
  or higher, the healing increases by 
  1d6 and the number of temporary hit 
  points increase by 1 for each slot level 
  above 1st.
  Strands of Life
  5th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: Instantaneous
  You create a thread of positive energy connecting 
  three creatures of your choice that you can see 
  within range, none of which can be more than 30 
  feet from the first creature. Each creature connected 
  by the strand of energy heals 7d8 hit points + your 
  spellcasting ability modifier.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you create an 
  additional strand. When you use a spell slot of 8th 
  level or higher, you create two additional strands.
  Virtue
  Abjuration cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your touch fills the heart of an ally with valor. The 
  target gains 2 temporary hit points for the duration.
  The number of temporary hit points gained 
  increases by 2 when you reach 5th level (4), 11th 
  level (6), and 17th level (8).
  Warrior’s Blessing
  3rd-level abjuration (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  For the duration, the willing creature you touch 
  has resistance to one damage type of your choice: 
  bludgeoning, piercing, or slashing.
  Author - Giltônio Santos
  Editor - James Haeck
  Artists - Jen Tracy
  Layout - Justin Buell
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 014 - Strands of Life.pdf