Skip to main content

Heroism

← Back to Spell List

Heroism
  • Level: 1
  • School: Enchantment
  • Class: Bard, Paladin
  • Casting Time: 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 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.

Tactical Usage

Early Combat Boost: Cast Heroism before or during the first round of combat to provide immediate fear immunity and temporary hit points. The spell's touch range requires positioning, but the concentration duration provides sustained benefits throughout most encounters.

Target Prioritization: Focus on allies most likely to face fear effects or those who need the temporary hit point buffer. Fighters engaging in melee, scouts operating ahead of the party, or characters with low Wisdom saves all benefit significantly from Heroism's protection.

Concentration Management: As a concentration spell, balance Heroism against other concentration options. Early in combat when other concentration spells aren't yet needed, Heroism provides excellent value. Be prepared to drop it for more powerful effects as combat escalates.

Spell Combinations

Bless Synergy: Combine with Bless for comprehensive support enhancement. While both require concentration from the same caster, team coordination allows different casters to layer these effects, creating powerful support combinations.

Mass Healing Word Coordination: The temporary hit points from Heroism provide a buffer that makes Mass Healing Word more effective. Allies start encounters with extra hit points and can be healed more efficiently when damaged.

Bardic Inspiration Layering: Bards can stack Bardic Inspiration with Heroism for multi-layered support. The fear immunity combines excellently with inspiration dice, ensuring allies can use their bonuses without being incapacitated by fear effects.

Material Component Details

Component-Free Casting: Heroism requires only verbal and somatic components, making it highly reliable in various casting conditions. No material component concerns mean consistent availability regardless of equipment status or environmental restrictions.

Touch Delivery: The touch range requires physical contact, creating intimate casting moments that can strengthen bonds between characters. Use this contact for dramatic effect and character interaction enhancement.

Somatic Gestures: The somatic component typically involves placing hands on the target's shoulders or heart, creating a visible and meaningful gesture of encouragement and magical enhancement.

Creator Notes

Fear Effect Balance: Heroism directly counters many low-to-mid level creatures that rely on fear effects. Consider creature selection and encounter design to maintain challenge while accounting for fear immunity availability.

NPC Support Usage: NPCs can use Heroism to demonstrate care for player characters or show their supportive abilities. Friendly clerics, inspiring leaders, or protective mentors gain narrative weight through Heroism casting.

Mass Combat Applications: During large battles or war scenarios, Heroism becomes particularly valuable for protecting key figures or inspiring troops before major engagements.

Environmental Interactions

Morale Aura: The spell creates a subtle aura of confidence and determination around the target. This can influence social interactions and provide narrative justification for improved performance in non-combat challenges.

Fear Source Interaction: When multiple fear sources are present, Heroism provides complete immunity regardless of the fear's origin - magical, supernatural, or psychological. This makes it valuable in horror-themed campaigns or encounters with multiple fear effects.

Duration Considerations: The 1-minute duration covers most single encounters but requires recasting for extended engagements. Plan spell slot usage accordingly during marathon combat sessions or extended dangerous situations.

Common Rulings & Clarifications

Temporary Hit Point Stacking: The temporary hit points from Heroism don't stack with other sources of temporary hit points. The target gains only the highest amount available, though Heroism's renewable nature provides consistent replenishment.

Fear Immunity Scope: Complete immunity to the Frightened condition includes all sources - spells, monster abilities, environmental effects, and supernatural phenomena. This broad protection makes Heroism particularly valuable against varied fear sources.

Willing Target Requirement: The target must be willing to receive Heroism. Hostile creatures or those who actively resist cannot be affected, limiting the spell to allies and neutral parties who consent to the enhancement.

Alternative Applications

Social Confidence: The fear immunity and confidence boost can assist in social encounters where intimidation or fear-based effects might occur. Diplomatic meetings with frightening entities become more manageable with Heroism active.

Exploration Safety: When exploring areas known to have fear-inducing effects or creatures, pre-cast Heroism provides insurance against surprise fear attacks that could scatter the party or incapacitate key members.

Performance Enhancement: Bards can use Heroism to help performers overcome stage fright or enhance their presence during important performances, turning the spell into a tool for social and cultural enhancement.

Remove Fear: Provides similar fear protection but as a reactive rather than proactive measure. Heroism prevents fear entirely while Remove Fear addresses existing fear effects.

Aid: Offers similar temporary hit point benefits without fear immunity but affecting multiple targets and having longer duration. Consider Aid for groups and Heroism for individual protection with fear concerns.

Bless: Complementary support spell that enhances attack rolls and saves while Heroism provides fear immunity and hit points. Different casters can maintain both for comprehensive support enhancement.

Scaling Analysis

Early Levels (1-4): Heroism provides excellent value at low levels where fear effects are common and temporary hit points represent significant survivability improvement. The 1st-level slot cost is manageable with limited spell slot resources.

Mid Levels (5-10): Remains valuable as fear effects become more sophisticated and dangerous. The spell's upcast ability to affect multiple targets makes it increasingly efficient for party-wide protection.

High Levels (11+): While individual effects become proportionally smaller, the fear immunity remains valuable against high-level creatures with powerful fear abilities. Group casting becomes the primary usage pattern at these levels.

Narrative Flavor

Inspiring Touch: As you place your hands on your ally, a warm golden light briefly surrounds them. Their posture straightens, their eyes brighten with determination, and an aura of quiet confidence settles around their shoulders like an invisible cloak.

Courage Manifestation: The target feels fear melt away like shadows before dawn. Their heartbeat steadies, their breathing deepens, and a sense of unshakeable resolve fills their spirit. They stand taller, speak with more authority, and face challenges with renewed determination.

Personal Heroism Style: Paladins might channel divine favor through their touch, while bards could weave encouraging words with magical energy. The spell adapts to reflect the caster's approach to inspiration and support, whether through divine blessing, arcane enhancement, or pure force of personality.