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Healing
Healing is the process of restoring lost hit points to a creature.
Healing can never restore more hit points than a creature's hit point maximum, and cannot restore temporary hit points. Player characters are generally only able to heal their party members and allies, not hostile or neutral creatures.
Most healing effects use a dice roll, similar to a damage roll, to determine how many hit points are restored; for example Cure Wounds cast as a level 1 spell 1d8Hit Points plus the caster's spellcasting modifier as a flat bonus. More rarely, an effect may heal a fixed amount, like the Heal spell.
Any amount of healing removes the Downed or Bleeding conditions, and many sources of healing also have other beneficial effects; for example healing potions also remove the Burning condition when drunk, and some healing spells also remove diseases.
Sources of healing[edit section | visual editor]
There are many ways to heal creatures:
- Resting - a short rest will restore hit points to each party member equal to half of their maximum, while a long rest will restore all of the party's hit points if you have enough camp supplies, or restore them to half their maximum hit points without the supplies.
- Healing spells - there are many spells which restore hit points, mostly available to clerics, druids and bards, and (less so) paladins and rangers. Most healing spells can target an ally or the caster.
- Healing potions - these are frequently for sale from vendors and found as loot, and can be crafted via alchemy. Rarer versions restore more hit points. A character can drink one to heal themselves, or throw one to heal creatures in a small area of effect.
- Miscellaneous items - some items can be consumed for a healing effect, similar to a healing potion but without expending a bonus action; see below for a list.
- Class features - many classes and subclasses have features that can heal themselves (like Second Wind) or others (like Lay on Hands).
- Creature actions - some creatures have inherent healing abilities, such as the Water Myrmidon's Healing Vapours.
- Some magic items provide healing, usually through granting access to a healing spell or improving the character's existing ability to heal. Some rare items may automatically heal the bearer in certain circumstances.
- Some conditions, especially those provided by buff spells, improve healing from other sources, and in rare cases provide some healing each turn they are active.
List of miscellaneous healing items[edit section | visual editor]
Some items can be used for healing as a free action, even in combat, which is presumably a bug. Some of these can also be used as camp supplies, while others have no other use. Free action healing items trigger the on-heal effects of magic items like Broodmother's Revenge, The Whispering Promise, Slippery Chain Shirt, and Boots of Aid and Comfort, even in combat, without expending an action or bonus action.
Camp supplies:
- (3d4Hit Points)
- (1d4Hit Points)
- (1d4Hit Points)
- (1d4Hit Points) (only some)
- (4d4Hit Points)
Items with no other use:
- (1d4Hit Points)
- (1d4Hit Points)
The following can be used exclusively by The Dark Urge:
- (4d4Hit Points)
- (4d4Hit Points)
- (4d4Hit Points)
Notes[edit section | visual editor]
- Removing a party member and re-adding them to the party restores their hit points.

























































































































































