Many spells were changed in the, notably including many of the healing spells. Improvements made to the spells' range and dice rolls make them better at both lower and higher levels. It's a much-needed change, since healing in 5th edition was rarely worth it with the old rules.
However, alongside the enthusiasm players have had for these new healing rules, there has been some trepidation about what it means for the game's balance. If Wizards of the Coast is making healers better, might they also be planning to make fights more dangerous? at low levels is already fairly deadly, and if the new spell rules are anything to go off of, it might be getting even deadlier.
But first, the good news. Spells for healing and buffing allies have generally been improved across the, including and. These are the bread-and-butter healing spells for most support classes since they're available early on and don't cost much to cast. in particular has always been great for quickly bringing a downed ally back into the fight. Thanks to the new rules, both are now doubly effective, with twice as many dice to roll to restore hit points.
New rules offer D&D players more detailed ways of creating their own spell scrolls and healing potions, as well as improved methods of using them.
The jump from 1d4 to 2d4 for, and especially from 1d8 to 2d8 for, is monumental at early levels. But these new rules also make upcasting these spells much more worth it,increasing in increments of 2 dice every time. In addition, the mass versions of these spells start at one die level higher than they used to.
The mass versions of these spells don't get as much out of upcasting, and their utility will depend on the size of one's party.
There are a few other notable changes, like gaining extra range, and the addition of high-level spells like. Overall, it seems like WotC is putting significant effort into making healers and support casters feel more powerful. Anyone who played 5th edition knows how much healing
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