S.2.HS Healing Spirit - JulTob/DnD GitHub Wiki

Healing Spirit

  • Level: 2nd-level
  • School: Conjuration
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description

Healing Spirit is a conjuration spell that allows the caster to summon a nature spirit that can provide healing to creatures within its space over time.

Effects:

When you cast Healing Spirit, you call forth a nature spirit that appears in a 5-foot cube within range. The spirit is intangible and luminous, resembling a transparent beast or fey (your choice).

  • Healing:

    • Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice).
  • Movement:

    • As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

Components:

  • Verbal (V): You must speak an incantation to summon the healing spirit.
  • Somatic (S): You need to make a gesture to direct the spirit's movement or control its healing effect.

Strategic Applications:

  • Area Healing: The spell is particularly effective when used in conjunction with a group of allies, allowing multiple creatures to be healed over several turns.
  • Out-of-Combat Healing: Healing Spirit can be used to efficiently heal multiple party members between battles without expending multiple spell slots or hit dice.
  • Concentration Management: Since the spell requires concentration, it's important to be mindful of damage that could force a concentration check, as losing concentration ends the spell prematurely.

Limitations:

  • Healing Limits: The spirit can only heal a number of times equal to 1 + your spellcasting ability modifier, after which it vanishes.
  • Concentration: The spell requires concentration, so taking damage might cause you to lose the spell's effect.
  • Area of Effect: The healing effect is limited to a 5-foot cube, meaning creatures must actively move into or start their turn in the spirit's space to benefit from the healing.

Notes:

  • Healing Spirit is especially potent for Druids and Rangers, who can use it to provide sustained healing during encounters or downtime.
  • It is a versatile healing spell that can be moved to follow allies, ensuring that it can be used efficiently over the duration of its effect.
  • Due to its potential for powerful out-of-combat healing, some DMs might implement house rules to balance its use.