Regenerate
TransmutationYou touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Spell Details
Player Guide
Cast Regenerate on your most vulnerable frontline ally or a companion who has taken severe damage to instantly restore significant HP and provide ongoing protection. The 1 HP per turn regeneration is best utilized during longer encounters where enemies can't burst down your target in a single round. Combine with damage mitigation abilities to maximize the spell's effectiveness, as the regeneration becomes increasingly valuable the longer combat persists. Position your healed ally strategically to minimize overkill damage, ensuring the persistent healing compounds over multiple turns.
Spell Combos
DM Tips
Regenerate's 1 HP/turn benefit is minimal against high-damage enemies but critical in war of attrition scenarios; consider enemy action economy when evaluating its impact. The spell's concentration requirement means casters must carefully choose between maintaining Regenerate or casting other control/damage spells.