Healing Dagger (5e Spell)

From D&D Wiki

Jump to: navigation, search
Healing Dagger
1st-level Evocation
Casting time: 1 action
Range: Self
Components: S, V, M (a drop of holy water, which the spell consumes)
Duration: Concentration, up to 1 minute

You create a bright, shining dagger in your hand. It feels like a normal dagger, only that it is shining. You can give this dagger to other creatures for them to wield. Creatures must be proficient in daggers in order to wield this dagger, if a creature that is not proficient in daggers attempt to attack and hit another creature, the dagger behaves like a normal, non-magical dagger.

When a creature that is proficient in daggers make an attack with this dagger and hits, the target gains 1d8 temporary hit points.

If the target is a fiend or undead, this dagger instead deals 1d6 necrotic damage. If the target is a celestial, this dagger instead gains 1d12 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the potency of this spell's effects rise. For each level above 1st, roll an additional d4 when rolling for an effect from this spell.

Funny Variant Rule: When a creature is stabbed by the dagger, they must make a Constitution saving throw, DC 10. If it fails, it becomes stunned for one turn due to pain.

Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsPaladin

Home of user-generated,
homebrew pages!