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.
I'm surprised this isn't in the Bard spell list.
With Magical Secrets any spell can, potentially, be on the Bard's spell list.
That's a good point, but my point was that it feels like a spell that bards should get by default, maybe that's just me, though.
This spell is one of the most overpowered spells. 3rd grade for an aura that maxes all healing gained (making even weak healing spells very potent) AND grants advantage on the most relevant saving throw.
Works nicely with healer feat and healers kit.
So if a cleric casts the beacon, then anyone who casts healing spells or dies a skill that heals, will have the maximum effect. This would seem to include potions. So if more than one party member can heal, they can take advantage of the beacon as well.
*When healed,* a person affected by Beacon of Hope regains the maximum possible hit points for that healing effect. So: (1) Cast beacon of Hope (2) Heal the person. The Beacon of Hope spell itself does not heal.
Helmut_McQuack was asking if the Beacon of Hope spell itself heals damage. It does not.
No. It maximizes the cure spell. So if its cure wounds for 2d8+ modifier of 4 you wouldn't have to roll, that character just heals for full amount (20 hp 8+8+4).
While I appreciate your response, my question of nearly 2 years ago was answered previously. Thanks anyway, though.
You misunderstand what that phrase means. The "maximum" here refers to the die rolls.
Let's say a creature has this spell cast on it, and then has cure wounds cast on it. Instead of rolling a d8 to determine how much the creature healed, you simply heal it 8 hit points, accounting for any modifiers and upcasting of course. This same logic is applied to any dice roll made for healing.
This is a nice item for a healer in a mid-high lvl campaign.
You get:
-Advantage on Death\WIS Save
-MAX possible HP gained from any healing done. (regains the maximum number of hit points possible from any healing)
So, If you throw a Mass Cure Wounds (3d8 + Spell Modifier).
Without: 14(Avg) + Sp Mod/player
With: 24(Max) + Sp Mod/player
If this item could be used by anyone, that would be a Much Different Story! As it's class-type is so narrow (Cleric: Life/Peace/Community/Keeper Domain; Paladin(?): Oath of Devotion), I believe that what it does is play right into the Life-cycle of it class-type. Again, I do not believe that this is over powered.
it returns the max healing not to the max of the creatures hp. so if you have 8/60hp and drink a standard potion 2d4+4 you get 8+4 hp or 12 hp bringing you to 20hp not 80