You call forth a divine light well to mend the wounded. The tiny well appears in a space that is a 5-foot cube you can see within range.
Until the spell ends whenever a creature uses its action to touch the well, it restore 1d6 hit points to that creature. The well can't heal constructs or undead
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d6 for each slot level above 2nd.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there you can spend your reaction to cause the spirit to restore 1d4 hit points to that creature, the spirit can be activated once per turn. The spirit can't heal constructs or undead.
As an action on your turn you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d4 for each slot level above 1st.
You call forth a supernatural force to tend to the wounded. The intangible force appears as a shimmering light in a space that is a 5-foot cube you can see within range.
Until the spell ends whenever a creature into the space for the first time on a turn or starts its turn there the supernatural force restores 1d6 hit points to that creature (no action required). The supernatural force can't heal constructs or undead.
As a bonus action on your turn you can move the force up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d6 for each slot level above 2nd.
You call forth a helpful spirit to soothe the wounded. The intangible spirit coalesces around a creature you can see within range.
Until the spell ends, the spirit restores 1d4 hit points to that creature at the start of your turn (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn you can target a different creature you can see within range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the healing increases by 1d4 for each slot level above 3rd.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends whenever a creature moves into the spirit's space for the first time on a turn or starts its turn there the spirit grants 1d6 temporary hit points to that creature (no action required).
As a bonus action on your turn you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the temporary hit points increase by 1d6 for each slot level above 2nd.