Is this Vigor cantrip balanced

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One of the people I play with wants to play a very dedicated healer. The class is of course a Cleric with Healing Font, most free slots are also filled with Heal, the rest are buffs and utility.

He wants also a cantrip that heals. I told him actually regaining HP would upset the balance of out-of-combat healing, but temporary HP might be fine.

I am a bit worried it might be too many tHP, on 3rd level this cantrip gives as much as Endure from a 1st level slot. Also, does it need a cool down period (like Guidance)?

Vigor

Traditions divine
Cast 2 somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute


You invigorate the target’s body and urge it to press on. You grant the target temporary Hit Points equal to your spellcasting ability modifier.


Heightened (+1) Increase the temporary Hit Points by 1.

Best Answer

I would have the effect of the spell active only on a creature at the time. This way the effect can't be spammed, and the cleric must put real thought into whom to give to.

Since it's two actions I would implement some roll of a dice, e.g. 1d4 + spellcasting ability modifier at second level and after. I don't find this addendum so OP and it gives a nice feeling, and uncertainty, to the cleric that casts the spell, IMHO.

Out of combat, the cleric could use it to someone as they are doing something dangerous, but I wouldn't think much of it. Not all hazards deal only damage - ;) - and even if they do, the damage is still enough to harm the character. At third level, vigor would give (with max ability modifier) in average, 8 temporary hit points, with a max of 12; Fireball Rune, 3rd-level hazard, deals 30 damage on average, with a max of 60. Vigor is useful, as it should be, for the cleric's contentment, but it doesn't break the game, again, IMHO.

In the end, this would be my output:

Vigor

Traditions divine
Cast 2 somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute

You invigorate the target’s body and urge it to press on. You grant the target temporary Hit Points equal to your spellcasting ability modifier. If you cast this spell again on a second creature, the vigor spell on the first creature ends. If you cast this spell again on the same creature, the previous lasting temporary Hit Points are replaced.

Heightened (+1) Increase the temporary Hit Points by 1d4.



Addendum: I thought about comparing the 3rd-level hazard with the 2nd-level Vigor, as spells scale differently. In doubt, I chose the 3rd-level Vigor, since it's the better possibility to consider for the cleric.

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