Jumpstart (5e Spell)

You point your finger at a creature within range and compel it to die, channeling the energies of both light and dark simultaneously. It must make a Wisdom saving throw, dying instantly on a failed save. A creature may choose to automatically fail this saving throw. At the beginning of your next turn, that creature is forcibly brought back from the dead, regaining all of its hit points.

Jumpstart
4th-level Necromancy (ritual)
Casting time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for every two levels above 4th.

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