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S t r of
Life By Giltônio Santos
ENWorld
EN WorldEN5IDER| StrandsofofLife
EN5IDER|Strands Life
combat affects your roleplaying. In fifth edition, New Cleric Spells
all classes that heal do so through magic, with 2nd Level
the exception of a single fighter maneuver and Halo of Rejuvenation
two feats. The in-universe workings of magic 3rd Level
are intentionally left vague—magic is a blank Warrior’s Blessing
slate, which gives Game Masters a lot of room to 4th Level
customize! Here are some suggestions: Spheres of Recovery
5th Level
Bards Strands of Life
6th Level
The bard weaves healing magic through his Guardian of the Living
performance to soothe and comfort the injured.
Bards are the ultimate dilettantes, knowing a little Druids
bit about every kind of magical and mundane cure.
Most bards know curing spells, possibly learned The druids learned long ago that
from clerics they met on the road, and other bards nature is unmatched in its ability
“heal” their allies by inspiring them to push through to recover from harm. The ancient
the pain or soothing them through their music. Song circles teach druidic initiates to infuse
of Rest, while not explicitly magical, is far from their allies with that same primordial
mundane. power. Druidic healing powers are
about renewal and growth, not dulling
New Bard Spells pain or bandaging wounds. The Circle
of the Land has greater access to spells
Cantrip (0 level)
that allow them to mitigate damage
Virtue
(like blur and mirror image). The
1st Level
Circle of Life, presented in EN5ider’s
Suppress Pain
2nd Level Circles of Power, is subclass created
Shield of Honor specifically for a druidic healer.
3rd Level
Warrior’s Blessing 6th New Druid Spells
Level Cantrips (0 level)
Guardian of the Living Nature’s Ward
1st Level
Regrowth
Clerics 2nd Level
Halo of Rejuvenation
Clerical magic is powered by their faith in a higher 3rd Level
power, making divine healing the most mystical Life Seed
of all healing magic. A cleric who chooses the Life 6th Level
domain is easily the game’s most powerful healer, Guardian of the Living
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 Paladins and Rangers
heal her friends frequently and enthusiastically,
but a cleric of Trickery may heal only when she These classes can be considered
considers it dramatically appropriate. “secondary healers,” who have the
ability to heal, but often have better
options in the midst of combat.
At Higher Levels. When you cast this spell using a You create a seed of positive energy
spell slot of 4th level or higher, the healing increases that buries into the ground at a point
by 1d6 for each slot level above 4th. within range, and blossoms into a 10-
foot radius sphere of golden energy.
Guardian of the Living On the start of their turn, each creature
6th-level evocation within the sphere regains a number
Casting Time: 1 reaction, which you take when you of hit points equal to 1d6 + your
or a creature within 30 feet of you takes damage spellcasting ability modifier. This spell
Range: 30 feet has no effect on undead or constructs.
Components: V, S
Duration: Instantaneous At Higher Levels. When you cast this
spell using a spell slot of 4th level
A creature of your choice that you can see within or higher, you create an additional
range and that took damage during this turn regains seed for each slot level above 3rd. A
hit points equal to 5d8 + your spellcasting ability creature cannot benefit from this spell
modifier. This spell has no effect on undead or more than once per turn.
constructs.
Nature’s Ward
Halo of Rejuvenation Abjuration cantrip
2nd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 20 feet Components: V, S
Components: V, S Duration: 1 round
Duration: Concentration, up to 1 minute
You imbue a creature with protection
A small circle of blue light appears over the head against natural forces. Until the end of
of a creature of your choice within range and lasts your next turn, the willing target you
for the duration. When the halo of rejuvenation first touch has resistance to cold, fire, and
appears, that creature regains a number of hit points lightning damage.
equal to 1d6 + your spellcasting ability modifier. As
a secondary effect, the target regains an additional Regrowth
1d6 hit points at the end of each of its turns. 1st-level transmutation
As a bonus action, you can move the halo of Casting Time: 1 action
rejuvenation to another creature, which must be Range: Touch
within 20 feet of the first target. If you do so, the Components: V, S
secondary effect moves to the new target. This spell Duration: Concentration, up to 1
has no effect on undead or constructs. minute
At Higher Levels. When you cast this spell using a You infuse a creature with natural
spell slot of 4th level or higher, the initial healing magic, increasing its ability to recover
increases by 1d6 for each slot level above 1st. from wounds. For the duration, in
the beginning of each of its turns,
the creature regains 1d4 hit points.