Druids and rangers may only be able to use the 2nd-level healing spirit spell in Xanathar’s Guide to Everything (and bards with Magical Secrets or Additional Magical Secrets). Its most significant effects are as follows; there are a few minor properties you can check out in the spell description as well:
A bonus action is all it takes to cast this spell, which creates a healing spirit within a 5-foot cube within 60 feet of the caster. You’ll want the spirit to regain 1d6 hit points whenever a creature enters the spirit’s space for the first time on a turn or starts its turn there. The healing power of this spell is increased by 1d6 for every slot level above 2nd when cast through a higher-level spell slot.
Spirit of Healing 5e
- Time spent casting: 1 bonus action
- for a 60-foot range
- Concentration for a maximum of one minute.
There are some merits to this much-maligned spell. They wouldn’t try to repair it if it wasn’t! In fifth edition D&D, healing spirit fills a gap that no other spell covers: 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.
Spending spell slots on healing is generally considered less efficient than spending them on damage. Take cure wounds as an example. The first deals 4d6 radiant damage (an average of 14 damage) and grants advantage on a successful hit and on the next attacker’s attack roll, while the second restores hit points equivalent to 1d8 + your spellcasting modifier (an average of seven, assuming you have a +3 spellcasting modifier). A guiding bolt deals twice as much damage as a cure wound, and it also has an additional effect.
As long as guiding bolt hits half as often as healing, it’s a more efficient use of a spell slot than healing, even when considering the very fact that guiding bolt can miss its target. It may be worthwhile to use healing spirit in combat if it is potent enough. During each turn, this card restores 1d6 hit points to every one of your allies using a bonus action. It is often a challenge for players to find a balance between aggressive and defensive positioning while in combat, since they must seek out a balance between them.