Halo (5e Spell)

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

  • The warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 1d8 + their Constitution modifier, ending the spell.
  • If enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points.
Halo
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

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher it will grant an additional 1d8 hit points upon ending for each level above 3rd.


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