Gix
July 13th, 2018, 21:07
So, you call a spirit.
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
So the way I read that, I place a spirit in grid point "D5"
I then run through the spirit and end in F5 or something, I get healed.
Bob then runs through on his turn and ends in F6, he gets healed.
Susan, same thing, she gets healed.
Basically its a mass heal and as long as everyone keeps doing circuits through it the spirit can heal them all, every turn...
So then the second druid and the ranger both cast one as well, stacking them, or at least having them next to each other... the old tunnel of healing...
Someone please explain:
A) Do I have that right?
B) How is this not insanely overpowered, especially for CQB...
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
So the way I read that, I place a spirit in grid point "D5"
I then run through the spirit and end in F5 or something, I get healed.
Bob then runs through on his turn and ends in F6, he gets healed.
Susan, same thing, she gets healed.
Basically its a mass heal and as long as everyone keeps doing circuits through it the spirit can heal them all, every turn...
So then the second druid and the ranger both cast one as well, stacking them, or at least having them next to each other... the old tunnel of healing...
Someone please explain:
A) Do I have that right?
B) How is this not insanely overpowered, especially for CQB...