The Thieves Guild
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Spells & Rituals

Healing Spirit

Level 2 •
Conjuration

Casting Time: 1 bonus action
Range: 60 ft (5 ft
)
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 spirits 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't heal constructs or undead.

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 1d6 for each slot level above 2nd.
Verbal Component: Invito Spiritus di Sanatio

Classes: Druid, Ranger

Domain: Life

Tags: Healing

Source: Xanathar's Guide to Everything (page 157)

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