Healing Spirit

2nd-level, Conjuration

  • 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 dice:1d6|noform|noparens|avg (1d6) hit points to that creature (no action required). The spirit can’t heal constructs or undead. 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 Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by dice:1d6|noform|noparens|avg|text(1d6) for each slot level above 2nd.

Classes: Bard (College of Lore); Bard; Druid; Ranger

Source: Xanathar’s Guide to Everything p. 157