Conjuration Level 2
STANDARD
Casting Time 1 bonus action
Range 60 feet
Components V, S
Duration Concentration, up to 1 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).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).
The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the s pirit 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 1d6 for each slot level above 2nd.
Spell Variants & Exotic Components – level 2
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 bonus action
Range 60 feet
Components V, S, M
Duration Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 10-foot cube you can see within
range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its 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. 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.
Components. Holy Symbol worth 1,000 gp (not consumed).
SPELL VARIANT #2
Casting Time 1 bonus action
Range 60 feet
Components V, S, M
Duration Concentration, up to 1 minute
You call forth a nature spirit to strike the undead. The intangible spirit appears in a space that is a 10-foot cube you can see within
range. Whenever an undead moves or crosses the spirit space, it takes 1d8 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Components. Vial of Holy Water.