Level
2nd
Casting Time
1 Bonus Action
Range/Area
60 ft. (10 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Buff (...)

You call forth a celestial spirit to soothe and fortify the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent Aasimar.

Until the spell ends, whenever you or a creature you can see moves within a 10 ft radius of the spirit’s space for the first time on a turn or starts it's turn there, you can cause the spirit to restore 1d8 hit points to that creature (no action required). The spirit can’t heal constructs or undead. Until the start of it's next turn, a creature healed by the spirit that is within 10 ft of the spirit has advantage on any STR or DEX saving throws for any effect or action that would either knock it prone or push it back from it's current standing position.  The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

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

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

(Must be a devotee of Ilmater to use this spell)

* - (Holy symbol of Ilmater)

Spell Tags: Healing Summoning Buff

Available For: Druid (Legacy) Ranger (Legacy) Bard (Legacy) - College of Spirits (Legacy) Bard (Legacy) - College of Tragedy Bard (Legacy) - College of Requiems (Legacy) Cleric (Legacy) - Life Domain (Legacy) Cleric (Legacy) - Twilight Domain Sorcerer (Legacy) - Divine Soul Wizard (Legacy) - School of Divination (Legacy) Blood Hunter - Order of the Profane Soul

Monsieur_Chic

Comments

Posts Quoted:
Reply
Clear All Quotes