Healing Spirit
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 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 a Glance
How Healing Spirit Works
| Casting Time | 1 bonus action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Concentration, up to 1 minuteCONCENTRATION |
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.
Common Mistakes
DM Tips
Frequently Asked Questions
Sources & Further Reading
- Healing Spirit — D&D 5e Wikidot — Full SRD text
- Healing Spirit — Roll20 Compendium — Structured reference
- Healing Spirit — D&D Beyond — Official digital reference