Heavenly Ray | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kibbles

Heavenly Ray

4-level Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: V,S
Duration: Concentration, up to 1 minute
Damage/Effect: healing, temp. healing, radiant
A golden pillar of celestial radiance shines down in a 10-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder, and sheds dim light for 10 feet in all directions from it. When a creature enters the spell's area for the first time on a turn or starts its turn there, the celestial radiance infuses its body with positive energy. If the creature is not an undead or construct, it regains 2d8 hit points and 2d8 temporary hit points. If the creature is a construct, the light has no effect, and if the creature is undead, it instead takes 2d8 radiant damage. Any subsequent time a creature gains hit points from this spell after the first, they cannot gain hit points above half their maximum hit points, but still gain the temporary hit points. On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 60 feet in any direction.
Hostile Healing This spell does not allow you to pick who gains the healing effect of it. Place it wisely or you can risk enemies taking advantage of your generosity.
Available for: Cleric

Created by

Westmaster_Funk.

Statblock Type

Spell

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