Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration
, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Verbal Component:
Fortitudinem Patrare
Verbal Component (Alternative):
I bolster the spirit and wipe away tears, become a hero and face thy fears.
Classes: Bard, Paladin
Domain: Strength
Tags: Buff, Healing
Source: Player's Handbook [5th Edition] (page 250)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Do the temporary hit points from heroism accumulate each round?
Temporary hit points aren't cumulative. The spell would tell you if you were meant to add together the temporary hit points it provides. At the start of each of your turns, the spell, effectively, refreshes the number of temporary hit points you have from it; if you lost some or all of the temporary hit points, the spell gives them back to you. [source: Sage Advice Compendium]
If the heroism spell is cast on a character that is already frightened, does it remove the frightened effect?
The heroism spell would suppress a frightening effect that was already on its target. When the spell ends, the target's immunity goes away and the frightening effect resumes if it has not expired or been removed. [source: Sage Advice Compendium]
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).