Level
4th
Casting Time
1 Reaction *
Range/Area
30 ft.
Components
V
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Dunamancy (...)

In moments of mortal danger, you manage to pull an element of vitality from parallel worlds. When you or a target you choose are reduced to 0 hit points, the target gains temporary hit points equal to 8d6 + your spellcasting ability modifier.

The target must make death saving throws as normal. If they die from failing death saving throws or if the triggering damage would have killed them outright, they are considered undead and will die once their temporary hit points reach 0.

Until the spell ends, the target loses 1d6 temporary hit points at the end of each of their turns.

At Higher Levels. When you cast this spell at 5th level or higher, the target gains an additional 1d6 temporary hit points for each slot level above 4th.

* - which you take when a single effect would reduce a creature to 0 hit points

Spell Tags: Healing Dunamancy

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy) Paladin (Legacy) - Oath of Vengeance (Legacy) Blood Hunter - Order of the Profane Soul

AlistairLoche

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