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Heroes' Feast

Conjuration
Level: 6th-level
Casting Time: 10 minutes
Range: 30 feet
Duration: Instantaneous
Components: V, S, M
Materials: A gem-encrusted bowl worth at least 1,000gp, which the spell consumes.

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Spell Details

School: Conjuration
Level: 6
Ritual: No
Concentration: No
Classes: Cleric, Druid
A-Tier Powerful support spell for prepared groups, but requires significant downtime and advance planning to maximize value.

Player Guide

Cast Heroes' Feast before or after combat when your party can safely consume it over 1 hour—ideal for long rests or secure locations. The spell provides immunity to poison, advantage on Wisdom saves, and temporary hit points to up to 12 creatures, making it exceptional for preparing for anticipated difficult encounters. Timing is critical since benefits only apply after the full hour of consumption; use it to fortify your party before known threats rather than reactively during crisis.

DM Tips

Heroes' Feast requires a secure, uninterrupted location for 1 hour—use this to encourage interesting downtime roleplay or force party decisions about when/where to use it. Remember the spell only affects willing creatures within 30 feet when cast; hostile creatures and split parties cannot benefit simultaneously.