JNAProductions
2019-08-31, 12:49 PM
Healing Spirit
Second Level Conjuration
Casting Time: 1 Bonus Action
Range: 60'
Components: Verbal, Somatic
Duration: Concentration, up to one minute
You call forth a nature spirit to soothe 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 beast or fey (your choice). The spirit immediately heals a creature who's space it was summoned in for 1d6+your spellcasting modifier HP. From then on, any time a creature starts their turn in the spirit's space and does not move from that spot for their turn can be healed for the same amount. Alternatively, the creature may use their action to beseech the spirit, being able to be healed for the same amount. Finally, as a bonus action, the caster may move the spirit up to 30', healing any one creature who's space it passes through with the bonus action.
No creature can receive this healing more than once per turn, and no creature gains healing without the caster allowing it.
At Higher Levels
When cast from a slot of 4th level or higher, the healing increases by 1d6 for every two slot levels above 2nd.
When cast from a 5th level or higher slot, it only requires a bonus action to receive healing from the spirit. When cast from an 8th level slot or higher, it requires no action, only being in the spirit's space.
Second Level Conjuration
Casting Time: 1 Bonus Action
Range: 60'
Components: Verbal, Somatic
Duration: Concentration, up to one minute
You call forth a nature spirit to soothe 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 beast or fey (your choice). The spirit immediately heals a creature who's space it was summoned in for 1d6+your spellcasting modifier HP. From then on, any time a creature starts their turn in the spirit's space and does not move from that spot for their turn can be healed for the same amount. Alternatively, the creature may use their action to beseech the spirit, being able to be healed for the same amount. Finally, as a bonus action, the caster may move the spirit up to 30', healing any one creature who's space it passes through with the bonus action.
No creature can receive this healing more than once per turn, and no creature gains healing without the caster allowing it.
At Higher Levels
When cast from a slot of 4th level or higher, the healing increases by 1d6 for every two slot levels above 2nd.
When cast from a 5th level or higher slot, it only requires a bonus action to receive healing from the spirit. When cast from an 8th level slot or higher, it requires no action, only being in the spirit's space.