Heroes’ Ward | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ultimate Adventurer's Handbook

Heroes’ Ward

7-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a gem-encrusted scepter worth at least 1,500 gp, which the spell consumes
Duration: Concentration, up to 1 minute
You create an intricate golden ward in a 30-foot-radius cylinder that has a height as high as you can see, centered on a point you can see on the ground within range. When you cast the spell, you can choose up to twelve creatures you can see. Until the spell ends, as long as a chosen creature is within the cylinder, it gains the following benefits:
  • It is immune to being charmed or frightened.
  • Each time it takes damage, it rolls a d8 and subtracts the result from the damage.
  • When it hits with a weapon attack or casts a spell that deals damage, the attack or spell’s first damage roll deals an additional 1d8 radiant damage.
  • When it casts a spell of 1st level or higher that doesn’t deal damage, the spell is cast one level higher (to a maximum of 9th level).
  • If a spell, such as revivify, has the sole purpose of restoring it to life (but not undeath), the caster doesn’t need material components to cast the spell on it.
At higher levels: When you cast this spell using a 9th level spell slot, the spell lasts for its full duration without requiring you to maintain concentration.

Created by

Diarioz.

Statblock Type

Spell

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