MASS CURE WOUNDS

Evocation Level 5

STANDARD

Casting Time 1 action
Range 60 feet
Components V, S
Duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Spell Variants & Exotic Components – level 5
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range 60 feet
Components V, S, M
Duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 40-foot radius sphere centered on that point. Each target regains hit points equal to 3d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d10 for each slot level above 5th.
Components. Staff of Healing (not consumed).

SPELL VARIANT #2

Casting Time 1 action
Range 60 feet
Components V, S, M
Duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six undead creatures in a 30-foot radius sphere centered on that point. Each target suffers damage equal to 3d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Components. Staff of Healing (not consumed), Holy Symbol worth 1,000 gp (not consumed).

SPELL VARIANT #3

Casting Time 1 action
Range 60 feet
Components V, S, M
Duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six constructs of your choice that you can see within range regain hit points equal to 2d4 + your spellcasting ability modifier.
At the same time, you are wounding a modron of the same amount of hit points. If the modron dies in the process, then the components is consumed. You must be able to touch the modron for the spell to work.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th.
Components. An alive specimen of Modron (not consumed unless the specimen dies in the process).