dnd 5e – How many turns does it take for an unseen servant to pass a healing potion in combat?

Unseen servant reads:

Once on each of your turns as a bonus action, you can mentally command
the servant to move up to 15 feet and interact with an object. The
servant can perform simple tasks that a human servant could do, such
as fetching things, cleaning, mending, folding clothes, lighting
fires, serving food, and pouring wine. Once you give the command, the
servant performs the task to the best of its ability until it
completes the task, then waits for your next command.

Assume I used my bonus action to command it to give the healing potion in my pocket to another character, and that it is within reach when I do. It would take a player one turn to complete the task. A free item interaction to draw the potion, then movement, followed by an action to safely pass it over. But the unseen servant seems to be solely capable of movement then a single item interaction.

How many turns would it take for it to perform this task? And if two or more are necessary what is the order of operations? Can it move after interacting with an object?

dnd 5e – Implications of liberally handing out higher quality healing potions

The term healing potions in this context refers to the ensemble of {Potion of Healing; Potion of Greater Healing; Potion of Superior Healing; Potion of Supreme Healing}, not to the item Potion of Healing.

Potion of Healing appears on the table of purchasable goods (PHB p. 150). Furthermore, the descriptions of Potion of Healing and the Herbalism Kit (pp. 153/154) suggest that the latter can be used in the production of the former, which was discussed in this question: How does one craft Potions of Healing?

Xanathar’s Guide to Everything (p. 128) provides rules for crafting magic items, involving the acquisition of a formula. Healing potions, however have simpler rules, without the need for a formula (p. 130).
XGtE further has a suggested magic item progression detailing the number of magic items that should be gained on average on different levels.

The fact that Potions of Healing can be purchased at 50 gp a piece, suggests that they are in fact exempt from the progression. Similarly, the fact that magic items can be crafted in downtime questions the magic item progression. For most magic items, I see no problem, since opportunities to acquire formulae can be restricted in the same manner as opportunities to obtain complete magic items. Healing Potions do not require any formulae, however, and are much easier to craft, which bears the question if they are, in fact, generally exempt from the magic item progression.

In know that I can ignore or modify the magic item progression, that magic items are completely optional, and that I could hand out e.g Potions of Greater Healing within the boundaries of the progression.

I liberally hand out potions of healing, through loot and quest givers. I’m wondering, however, what would happen if extended this to other healing potions. For example, the loot in one of the more dangerous dungeons would contain four potions of greater healing instead of four potions of healing, or I replace half of all potions of healing in loot with potions of greater healing, or I increase the quality of the healing potions given out with tier of play.

My question therefore is: Given the crafting rules on XGtE p. 130 (and potentially other rules that I overlooked), are healing potions exempt from magic item progression? If not, what would be the balance implication of changing that?

pathfinder 1e – What effects can render a creature unconscious (but not also dead) to where magical healing won’t awaken it?

Some effects (e.g. a rogue’s knock-out blow or a brawler’s knockout), some spells (e.g. Color Spray), and some supernatural abilities (e.g. Ice Tomb) should do the trick.

As long as the unconsciousness isn’t due to having the dying condition, magical healing won’t remove it (although you can use smelling salts to get another save). Poisons can all be neutralized through various magical means and some spells can be neutralized through Dispel Magic*, but I don’t know of any way to remove other non-dying sources of unconsciousness.

*: You can’t dispel Color Spray because the duration is instantaneous and you can’t dispel Ice Tomb because it’s supernatural.

pathfinder 1e – Any reason for an NPC to be unconscious if magic healing is available

Being a DM here. Tring to set up a plot which involves an NPC being unconscious after a big fight so that he missed some important event (and only just awoke before PC arrives).

However, it is Pathfinder where magic healing is available. Unconscious due to loss of HP can easily be fixed by CLW from level 1 cleric (as long as he is not killed immediately). Even the unconscious caused by loss of CON can be fixed by Restoration (which does not need a very high-level cleric), not to mention that CON damage only commonly exists when dealing with undead/poison (which is not the case for the fight I planned).

Is there a better reason for this high-rank NPC to stay unconscious or at least disabled for some time if most of the low-level healing spells are available indefinitely? This is mostly a plot device but I just want it to make sense within game mechanics instead of just saying “he is just so unconscious that magic healing is not helping”.

game mechanics – What colour should healing be?

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dnd 5e – Is this variant of Elemental Adept for healing balanced?

I know that most healing does not work on constructs or undead in DnD 5e. However, for various reasons, I would like to subvert that. I was looking over feats to base such a subversion on and stumbled upon the Elemental Adept. Is the following feat likely to either break the game or be underpowered if I include it?

Healing Adept

Prerequisite: the Spellcasting feature and at least one healing spell

All of your healing spells work on constructs and undead. In addition, if you roll to see how many hit points you can heal, you may treat any 1 on a die as a 2.

If it’s too weak, I am thinking it’s possible to modify so that it allows Raise Dead and family to resurrect an undead either as itself or as the undead it was. If it’s too strong, I was thinking of taking away the “treat any 1 on a die as a 2”, and possibly forcing you to pick if it works on constructs or on undead.

dnd 3.5e – What happens when a party’s member uses an healing spell on an unconscious PC who has spell resistance?

According to the rules, a spell noted as harmless in its Saving Throw entry does not automatically overcome spell resistance. Further, a creature that’s unconscious does not automatically lower its spell resistance.

A typical creature must take a standard action to lower its spell resistance (Player’s Handbook 141 and here). No description of spell resistance (PH 177 and here, Dungeon Master’s Guide 298–9 and here, Monster Manual 315 and here) says that a creature automatically and without taking an action lowers its spell resistance against spells labeled as harmless or when the creature loses consciousness. (It is a point of some contention whether or not spell resistance (and other usually continually active special abilities) end or are removed when a creature dies, though. Ask the DM.)

Even when the DMG says, “A creature’s spell resistance never interferes with its own spells, items, or abilities” (298 and emphasis mine), it does not follow that up with anything resembling what happened in the session that the question describes.

According to the rules, the caster of the cure serious wounds spell should have checked your PC’s spell resistance, and, if the caster failed to overcome your spell resistance the cure spell should’ve failed.


What you may want to do

I suggest raising this issue privately with the DM. Explain that while you’re happy that your PC’s alive, according to the rules SR doesn’t work the way that it was played during that session. It’s possible that the DM will institute the way it was played as a house rule. It’s a pretty reasonable house rule, too, by the way, but it’ll cut both ways.

For example, a drow priestess can now heal her drow comrades who lacked the foresight to lower their SR before being rendered unconscious… without the possibility of the priestess’s effort going to waste. On the other hand, the drow priestess’s flame strike spell will also automatically overcome the SR of her unconscious comrades caught in the spell’s cylinder. So it goes.

However, what this DM would do were this brought to his attention is explain to the players how he made a mistake and that from now on we’d play by the rules. The Dungeons & Dragons 3.5 rules are clumsy, particular, scattered, and fill multiple bookshelves. No DM can be expected to know them all, and mistakes will be made.

Middle-earth adventures – Can a scholar repeat the healing of the hands every 10 minutes?

In adventures in the Middle Earth RPG, the learned class has the ability "Hands of a healer":
"If you can hit a creature, you can spend one healing die per action, instantly granting them 1d8 hit points plus your wisdom modifier … If you instead hold the creature for at least 10 minutes … then you can multiply 1d8 by your skill modifier … "

My question is: can a scientist repeat the healing hands every 10 minutes, spending more healing dice?

pathfinder 1e – How does the reactive healing feat work?

  1. The brief description speaks of being unconscious. If a blow kills you outright, can you still use reactive healing?

The initial description in italics is exactly that: description. It is not intended to dictate how the exploit is used each time it is used, it is just there to illustrate a use. The formal rules and requirements can be found in the text of the rules in italics below.

This text says,

When the damage of an attack or effect

Nowhere in the rules really goes into the details of the timing of most triggered events like this, but more of them tend to interrupt their triggering. The attacks of opportunity and the prepared actions, for example, do so explicitly, in what are probably the only cases that go into detail. And the choice of English words here – "when X would do it, then Y" – strongly implies that X has not yet happened when Y happens.

Healing therefore comes before the damage is applied. If it is more important than the damage inflicted, it can indeed prevent you from losing consciousness. It can also prevent your death, which is a little more important.

  1. If healing isn't enough to make you aware, are you automatically stabilized because you've been healed or are you still bleeding?

Healing occurs before the damage, so you are reduced to a state of death after healing, and therefore you have not undergone any magical healing during death. Therefore, you are not automatically stabilized.

dnd 5th – How does the Healing Spirit spell interact with the Discipleship of Life function of a domain cleric?

Let's start with the rules. Disciple of Life sets out 3 conditions:

  1. use a spell
  2. 1st level or higher
  3. to restore the health of a creature

Healing spirit is a spell of 1st level or higher That you can cause (be used to restore life points. He almost fulfills word for word the conditions required for Disciple of life. Here's how it works.

Addressing certain concerns

This should not work as no action is required to restore the hit points.

Disciple of Life doesn't require you to use an action, it doesn't mention the economics of action at all.

Also, as @jgn pointed out, it is worth noting here that Disciple of Life does not fire when you cast a spell, but every time you use it to restore health. (This is somewhat unusual as many features are triggered when casting a spell, but it is an important distinction.)

It is not the character but the spirit that causes healing.

The spirit is not a creature, it is not designated as a creature or anything that would have an impact or mechanical action in the game in addition to healing and moving what you make him do it. This is how the spell takes effect. You are not commanding a spirit to do something, you are making a physical manifestation of a spell do it. If the spell summoned an elemental creature that could in turn heal, this argument would make sense, but that is not what the healing spirit does.

A similar argument could be made for goodberry (you do not restore hit points, eat the berries), but it was made clear in the Sage Advice Compendium (which contains official decisions on how to interpret the rules) that Disciple of Life works, in fact , with the goodberry to spell:

If I am a cleric / druid with the Discipleship of Life function, does goodberry out benefit from the functionality? Yes. The Disciple of Life feature would force each berry to restore 4 health instead of 1, assuming you cast goodberry with a 1st level spell slot.

Healing spirit is too strong.

Ultimately, it is the DM who manages the game. If they feel that the healing spirit is too powerful, they can ban it or change it to make it less powerful .

If so, I suggest changing the spell text to:

Once per turn until the spell ends, each time you or a creature you can see movements in the mind space for the first time during a turn or begins there in turn, you can cause the spirit to restore 1d6 health to this creature (no action required).

(highlighted text added by me)