# Healing Spirit
*2nd-level, Conjuration*
- **Casting time:** 1 Bonus Action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
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 cause the spirit to restore `1d6` hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
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 healing increases by `1d6` for each slot level above 2nd.
**Classes**: [Bard (College of Lore)](/3-Mechanics/CLI/lists/list-spells-classes-college-of-lore-xphb.md "subclass=XPHB;class=XPHB"); [Bard](/3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Druid](/3-Mechanics/CLI/lists/list-spells-classes-druid.md); [Ranger](/3-Mechanics/CLI/lists/list-spells-classes-ranger.md)
*Source: Xanathar's Guide to Everything p. 157*