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=== Healing Spirit === | === Healing Spirit === | ||
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| Level: 2 || Casting Time: 1 Bonus Action || Conjuration | | Level: 2 || Casting Time: 1 Bonus Action || Conjuration || Druid, Shaman | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Primal | ||
|} | |} | ||
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that | You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that you can see within Range and takes up a 5ft Cube. The spirit looks like a transparent Beast or Fey of your choice.<br> | ||
Until the | 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 as a Free Action. The spirit can't heal Constructs or Undead. The spirit can restore Hit Points in this way a number of times equal to 1 + your Spellcasting Ability Modifier. After restoring Hit Points in this way that number of times, the Spell ends.<br> | ||
As a | As a Bonus Action on each of your turns until the Spell ends, you can move the spirit up to 30ft to a space you can see.<br> | ||
'''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. | |||
<br><br> | |||
=== Heat Metal === | |||
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| Level: 2 || Casting Time: 1 Action || Transmutation | | Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Druid | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame) | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame) || Primal | ||
|} | |} | ||
Choose a manufactured metal object, such as a metal | Choose a manufactured metal object, such as a metal Weapon or a suit of Heavy or Medium metal Armor, that you can see within Range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the Spell. Until the Spell ends, you can use a Bonus Action on each of your subsequent turns to deal this Damage again.<br> | ||
If a creature is holding or wearing the object and takes the | If a creature is holding or wearing the object and takes the Damage from it, the creature makes a Constitution Saving throw. On a failed Save, a creature throws or drops the object if it can. If it doesn't throw or drop the object, it has Disadvantage on At | ||
on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.<br> | |||
'''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. | |||
<br><br> | |||
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