Halo (5e Spell)
From D&D Wiki
3rd-level enchantment (ritual) | |
Casting time: | 1 minute |
---|---|
Range: | 30 feet |
Components: | V, S, M (a piece of a holy symbol wrapped in a cloth soaked in holy water) |
Duration: | 8 hours |
Choose a target you can see within range. A halo will appear floating a few inches above their head.
- Upon dropping to 0 hit points the halo begins to shine brighter, imposing disadvantage on any attacks made against the target.
- The warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 1d8 + their Constitution modifier, ending the spell.
- If enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher it will grant an additional 1d8 hit points upon ending for each level above 3rd.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Paladin