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

Level
2nd
School
Conjuration
Casting Time
1 bonus action
Range
60 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Healing Spirit Works

Casting Time1 bonus action
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minuteCONCENTRATION

Available to:

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

Common Mistake
Forgetting the spirit has a limited number of heals
Common Mistake
Not moving the spirit to maximize healing opportunities
Common Mistake
Forgetting allies need to enter or start their turn in the space to be healed
Common Mistake
Not tracking how many times the spirit has healed

DM Tips

DM Tip
Extremely efficient healing over time
DM Tip
Can be used in or out of combat
DM Tip
Moving the spirit is a bonus action, allowing tactical positioning
DM Tip
Total healing can be substantial (10d6 + with a +5 modifier at 2nd level)

Frequently Asked Questions

Sources & Further Reading