Halo (5e Spell)

From D&D Wiki

Jump to: navigation, search
3rd-level enchantment (ritual)
Casting time: 1 minute
Range: 30 feet
Components: V, S, M (a piece of a holy symbol wrapped in a cloth soaked in holy water)
Duration: 8 hours

Choose a target you can see within range. A Halo will appear floating a few inches above their head.

  • Upon Dropping to 0 Hit Points the Halo begins to shine brighter, imposes Disadvantage on any attacks made against the target. (countering the normal advantage against unconscious creatures) The warming light immediately grants the creature one successful save and advantage on death saving throws. Upon Stabilizing, the Halo burst healing the target for 1d8+their Constitution modifier and ends the spell.
  • If enough damage is dealt to instantly kill the target then the Halo shatters ending the spell, but leaves the target unconscious at 0 hit points.
  • If cast using a ritual, the Halo can have an enticing aura to Undead creatures. (The DM may have it draw in Undead creatures from within 1 mile)

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher it will heal for an extra 1d8 for each level above 3rd.

Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsPaladin

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors