Level
3rd
Casting Time
1 Action
Range/Area
30 ft
Components
V, S
Duration
Concentration
1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Buff
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
It would be cool if this created a physical beacon, and anyone that enters a certain radius of that beacon would gain the spell’s effects.
Super overpowered for its level.
So it returns any number of creatures within 30 ft. of the caster to full hit points? I don't really understand why it didn't just say that instead of "regains the maximum number of hit points possible from any healing."
> So it returns any number of creatures within 30 ft. of the caster to full hit points? I don't really understand why it didn't just say that [...]
Because it is not the same. It means that you do not need to roll but can instead use the maximum you could have rolled, for instance a 2nd level healing word would heal 8 + wisdom, instead of having to roll 2d4. A forth level Cure Wounds would heal 32+ Wisdom, instead of rolling 4d8.
So it does return them to full HP. "Any healing" would include Wish, right? I mean, one of the options from Wish is to "allow up to twenty creatures that you can see to regain all hit points,..." I think that would count as healing.
Am I right, or does it mean any healing that you have access to?
Yeah, it is.
You still have to cast the healing spell that is supposed to be maxed though, you cant just cast beacon and then "choose to" heal via wish every round. You keep beacon up as concentration and then can cast healing spells that you have spell slots for. It is still strong but what you are proposing is silly territory OP ;)
Thanks! Makes more sense now.
So it's a 3rd level spell that basically temporarily grants the 17th level Life Cleric's Supreme Healing ability to anyone who heals the targets. That's much more balanced than I originally thought, but it's still OP.
This spell needs to be reworded. It's super misleading at first glance.
It is not the same though, supreme healing is passive, hence always active and most importantly not concentration. Beacon a) must be cast, using up an entire round of action economy and b) can be stopped by damaging the caster. Is it strong? Sure. I don't think anyone would bat an eye at the spell if it was a 4th/5th level spell instead of 3rd, but then again, 3rd level spells and lvl 5 in general is a very big level for all classes. all melee classes gain extra attack, all spellcasters gain 3rd level spells, ie lightning storm/Fireball.
So I have a question regarding exactly how this spell works...
Does this spell work similarly to Pass without a Trace where you only receive the spell's benefits if you stay within the 30ft range?
Or does it only matter if the person was standing within the 30ft when it was originally cast?
If my character is within the 30ft range, but then walks out of it on their turn, does the effect still "mark" them and remain or does it fade away?
They are still "marked".
Why not? Healing spells (at least those on 1st and 2nd level) don't require concentration, so should be able to cast them, right?
Beacon of Hope makes it so all healing on the battlefield to the targets of your choice is maximally effective. There is no range, so as long as you are still concentrating, your targets receive the affect. It takes 1 action, and consumes a spell slot, which means you are pretty much out of options for the turn you cast it on. However, it works on all healing that occurs to the targets: potions, passive heals, class abilities (like the Fighter's Second Wind). On your following turn, whatever spell you were to cast, will automatically be worth the highest value the dice could roll. E.g. 3rd level Healing Word is 3d4+Wisdom Mod, but with BoH up, it's just 12+Wisdom Mod. My cleric is level 13 with 20 Wisdom, so I would heal for 17HP using 3d4+5.
This can be pretty powerful on a well prepared team. It also combos very well with other partial healer classes. For example:
We have a Circle of the Shepherd Druid in my party. If she uses a bonus action to cast Totem of the Unicorn, then all allies within the Unicorn Totem's radius gain +13hp (her druid level) every time she casts a healing spell. If my turn is before hers, I can cast BoH, then she can cast Mass Cure Wounds (3d8+Wis), and everyone within the radius of MCW and the Totem gains 42HP.
It's incredibly powerful, and I bring it with me almost every session, and especially if I'm in a dungeon crawl.
That isn't how concentration works, you can still cast spells while concentrating, just not any other concentration spells.
Combine it with a Glyph of Warding and you don't use your action and you don't have to concentrate.
I know it says that you can target any number of creatures within range, but can that include yourself?
Yes it can.
There's two different ways this can be wrong, either one of which on their own makes [Glyph of Warding] not work like how you said.
First off, I'm pretty sure that if it takes concentration, it causes the caster to start concentrating on it once the glyph pops.
Second, there's a specific clause in Glyph of Warding that determines eligibility. It says, "The spell must target a single creature or an area." This in and of itself has two ways you can interpret it, again, neither of which work, at least with how I read it. If you target an area, you won't be able to necessarily choose who it targets, thus causing it to not work correctly. The single creature clause makes it not work at all, even if there's only one creature, because it says to target all chosen creatures within range.