Heroism
2024 Rules
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Paladin
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
2014 Rules
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Bard, Paladin
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.
Using a Higher-Level Spell Slot. 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.
Heroism 5.5e 2024 vs. 5e 2014 edition differences
Heroism popularity
How popular is Heroism? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Top 50% picked level 1 Bard spell
- Bottom 50% picked level 1 Paladin spell
- Bottom 50% of all level 1 spells
Spells similar to Heroism
Aid 2nd-level abjuration
Both grant extra durability to multiple allies and are chosen when you want to bolster hit points for a group rather than deal damage.
Players prefer Aid over Heroism
Bless 1st-level enchantment
Like this spell, Bless is a low‑level concentration buff you cast to help allies succeed in combat for up to a minute.
Players prefer Bless over Heroism
Warding Bond 2nd-level abjuration
Warding Bond is a protective touch that trades effects between caster and target to reduce harm, making it a similar defensive, single‑target support option.
Players prefer Warding Bond over Heroism
False Life 1st-level necromancy
False Life directly gives temporary hit points to the recipient, matching the target spell's core idea of bolstering survivability with ephemeral health.
Players prefer Heroism over False Life
Protection from Evil and Good 1st-level abjuration
This touch spell provides a protective condition against hostile influences, so players pick it for defensive, condition‑focused support much like the target spell.
Players prefer Heroism over Protection from Evil and Good