Healing Elixir
Level 1 - Conjuration
Casting Time:
1 Minute
Range:
Self
Components:
V
S
M*
Duration:
1 Day
Concentration:
No
Ritual:
No
*.
*Alchemist’s supplies.
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. Spell Lists. Warlock, Wizard
At Higher Levels:
-
Classes:
HBThis spell is massively overpowered. For example, a 1st-level wizard could use this spell to produce enough healing for an entire party without losing any spell slots. Additionally, and any abusable subclass features are at 2nd level. But yes, and it can be abused in numerous ways. I'd suggest limiting the duration to an hour or less. Editor notes+: At higher levels, and overall, arcane recovery only gives 1 spell slot until 4th level, as though warlocks can gain healing spells through a celestial patron, either way, it could be used to run a potion-selling scam in which the product vanishes a day after purchase. I would not recommend allowing it. Editor's Note: I don't have a clue as to what the first point is referring to, it gives non-divine caster classes access to healing, it goes against their design philosophy. On the warlock, its also still a confusing option, spell mastery is at 18th level, this allows wizards to heal creatures infinitely, this spell is overpowered, this spell lacks any upcasting rules, which goes against the design of warlock., wizards just shouldn't have healing spells
Source:
Unearthed arcana 36 - starter spells