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Homebrew

Arcane Beacon

6TH ABJURATION

Casting Time: 1 action

Range/Area: 60 feet

Components: V, S, M (a small crystal prism)

Duration: Concentration, up to 10 minutes

Description:

You conjure an arcane beacon at a point within range. The beacon radiates an aura of protective energy with the following effects:

  1. Healing Aura:
    At the start of each allied creature’s turn within 30 feet of the beacon, that creature gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points do not stack with other sources of temporary hit points.
  2. Teleportation:
    As a bonus action on their turn, an allied creature within 60 feet of the beacon can teleport to an unoccupied space within 5 feet of the beacon, provided they have line of sight to the beacon.
  3. Beacon Stability:
    The beacon has an AC of 15 and hit points equal to 10 + your Vitalist level. It is immune to poison and psychic damage. If the beacon is destroyed, the spell ends.


Using a Higher-Level Spell Slot:

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points increase by 1d8 for each slot level above 6th.


Available For: Vitalist

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