When Do You Get Heal The Spell Dnd

When Do You Get Heal The Spell Dnd - Choose a creature that you can see within range. With healer feat, add even more. A surge of positive energy washes through the creature, causing it to regain 70 hit points. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot. A surge of positive energy washes through the creature, causing it to regain 70 hit points. At l11 out of a 6th level slot, cure wounds will heal for 12d8+4(proficiency), or 58 damage average. The spell also ends blindness, deafness, and any.

The spell also ends blindness, deafness, and any. With healer feat, add even more. A surge of positive energy washes through the creature, causing it to regain 70 hit points. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot. Choose a creature that you can see within range. At l11 out of a 6th level slot, cure wounds will heal for 12d8+4(proficiency), or 58 damage average. A surge of positive energy washes through the creature, causing it to regain 70 hit points.

When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot. Choose a creature that you can see within range. At l11 out of a 6th level slot, cure wounds will heal for 12d8+4(proficiency), or 58 damage average. A surge of positive energy washes through the creature, causing it to regain 70 hit points. With healer feat, add even more. The spell also ends blindness, deafness, and any. A surge of positive energy washes through the creature, causing it to regain 70 hit points.

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With Healer Feat, Add Even More.

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot. At l11 out of a 6th level slot, cure wounds will heal for 12d8+4(proficiency), or 58 damage average.

The Spell Also Ends Blindness, Deafness, And Any.

A surge of positive energy washes through the creature, causing it to regain 70 hit points.

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