Healing spirit maybe a 2nd-level spell from Xanathar’s Guide to Everything only available to druids and rangers (and bards that steal it with Magical Secrets or Additional Magical Secrets). The spell’s most vital effects are as follows; it’s a couple of other minor properties that you simply can check out within the spell’s full description:
Requiring only a bonus action to cast, the caster can consider this spell for up to 1 minute, creating a healing spirit that fills a 5-foot cube within 60 feet of them. Whenever a creature you’ll see enters the spirit’s space for the primary time on a turn or starts its turn there, you’ll prefer to have the spirit restore 1d6 hit points, requiring no action. This spell is often cast employing a higher-level spell slot, increasing the healing by 1d6 for every slot level above 2nd.
5e Healing Spirit
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
This much-maligned spell isn’t without merit. If it weren’t, people would just discard it rather than trying to seek out ways to repair it! Healing spirit fills a crucial niche in fifth edition D&D’s design that no other spells cover: powerful in-combat healing.
As a spell exclusive to the druid and ranger classes, it helps players who want to play a druid or ranger fill a crucial healing niche in parties without a cleric. one among the planning goals of fifth edition D&D was to let people play with any party composition that they wanted—and one among the most barriers to the present sort of play was the perceived necessity of the cleric. Giving a strong healing spell to druids and rangers may be a step towards democratizing healing, within the same vein as giving all classes hit dice to use as a healing resource.
It’s generally considered less efficient to spend spell slots on healing compared to spending them on the damage. Compare cure wounds to guiding bolt. One deal 4d6 radiant damage (an average of 14 damage) and grants advantage on a successful hit and grants advantage to subsequent attacker’s attack roll, while the opposite restores hit points adequate to 1d8 + your spellcasting modifier (an average of seven, assuming you’ve got a +3 spellcasting modifier). Guiding bolt deals twice the damage that cure wounds heal, and features a bonus effect.
Even if you’re taking under consideration the very fact that guiding bolt can miss its target and cure wounds always “hits,” as long as guiding bolt hits quite half the time, it’s a more efficient use of a spell slot than healing.
Healing spirit may be a healing spell potent enough to be worth using in combat. It only requires a bonus action to cast, and, with some clever positioning, can restore 1d6 hit points to every one of your allies each turn. While in combat, this element of tactical positioning is often a stimulating puzzle for the players to unravel, since they need to seek out a balance between aggressive and defensive positioning.
Unfortunately, healing spirit steps on the toes of other existing spells and classes within the game. As you’ll soon see, most of the healing spirit’s problems arise because, while it’s a balanced and fairly competitive spell in combat scenarios, it’s grossly overpowered out-of-combat.