Does the paladin’s Divine Health feature protect against both common and magical diseases?

By 3rd level, a Paladin gains the following ability (PHB, pg. 85):

Divine Health: The divine magic flowing through you makes you immune to disease.

Does this protect against both common AND magical disease?

There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”

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Hello I am creating a special health zone that gives the player health and my current scripts health is going up super fast and I want it to go up by 2 hp per second. How would I do this?

Here is the health zone script.

{     public PlayerHealth playerHealth;     public float healthGain = 2f;          void OnTriggerStay2D(Collider2D other)     {         if (playerHealth.currentHealth < playerHealth.maxHealth)         {             playerHealth.currentHealth += (int)healthGain;             playerHealth.healthBar.SetHealth(playerHealth.currentHealth);         }          if (playerHealth.currentHealth >= playerHealth.maxHealth)         {             playerHealth.currentHealth = playerHealth.maxHealth;             playerHealth.healthBar.SetHealth(playerHealth.currentHealth);         }     } } 

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Have not monetized yet. You can apply for Adsense.

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How much health will a Life Domain cleric regain from the Blessed Healer feature using the Mass Healing Word spell?

This question could loosely be considered a follow up to “Can Goodberries heal a Life cleric when consumed by another.”

How much life would a level 6 Life Cleric with four party members gain from the Blessed Healer class attribute with a casting of Mass Healing Word?

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Mass Healing Word

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

If the Cleric casts Mass Healing Word, targeting each of the 4 party members, how many times would the Cleric gain HP equal to 2 + Spell Level?

Taken further, would the Blessed Healer effect be prevented if the Cleric targeted himself with Mass Healing Word, in addition to the other 4 members of his party?

Is this Bracers of Stored Health magic item balanced?

I was thinking about the similarities between a character I was making and one from the Mistborn series by Brandon Sanderson, when the idea to make a magic item that replicated the effects of one of the powers in that series, Gold Feruchemy, which allows the user to store their health in pieces of gold, becoming sickly while storing, in order to be able to draw on the stored health later to heal faster. So I made this:

Bracers of Stored Health

Wondrous item, rare(requires attunement)

These ornate golden bracers can store the wearer’s health for later use. While wearing the bracers, you can use an action to take one of the following actions:

Store. You store 1 hit die into the bracers. After taking this action, you have disadvantage on Constitution saves for 2 rounds, and take 1 extra damage for each die rolled to deal damage to you in the same time frame. This effect stacks with consecutive uses of this action. A long rest will not restore any hit die stored up to an hour before starting the rest.

Tap. You can roll up to 5 stored hit die, healing for that amount. Alternatively, you can spend 1 hit die to cancel the debuff from 1 use of the Store action, or 3 hit die to cure yourself of 1 disease or condition that is affecting you. The condition can be blinded, deafened, paralyzed, or poisoned.

Some potential balancing options that I thought of are:

-If the Store action is too underpowered, making the Store action a bonus action instead.

-If the Store action is too overpowered, change it so that you instead store over a short or long rest, storing as many hit die as you want. Hit die stored during a long rest are not restored by it. The debuff would last for 10 minutes x the number of hit die stored, starting after the rest ends.

-Increasing/reducing the maximum number of hit die that can be used when taking the Tap action.

-Making it so that the Tap action can’t be taken on two consecutive turns

Does this seem balanced as it is, or does it need changes, either from the list I made or something I didn’t think of?

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Authors

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