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    Quick Answer

    Heroism is a 1st-level enchantment spell for Bards and Paladins. You touch a willing creature. For up to 1 minute (concentration), it is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. Each slot level above 1st adds one more target. In 2014 the leftover temporary hit points vanish when the spell ends; in 2024 they stay.

    Overview

    Heroism does two jobs. The first is fear immunity. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and it can't willingly move closer to that source. For a melee character, that is crippling. Heroism stops it before it starts.

    The second is a small, steady stream of temporary hit points. With a +3 modifier, the target gets 3 temporary hit points at the start of each of its turns. Temporary hit points don't stack, so it is a refill rather than a pile: each turn the target goes back to 3 if it lost them. Over 10 rounds that can absorb up to 30 damage, but only if the target is hit every round.

    It fits best before a fight against something that frightens: a 2014 dragon, a lich, a ghost. Against enemies with no fear effects, the temporary hit points alone are a modest return for your concentration.

    Stat Block

    PropertyValue
    Level1
    SchoolEnchantment
    Casting Time1 action
    RangeTouch
    ComponentsV, S
    MaterialNone
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesBard, Paladin

    Bards have it from 1st level. Paladins have it from 2nd level in 2014 and from level 1 in 2024, where it is one of the two recommended starting spells.

    When NOT to Use This

    • •The enemies have no fear effects and you have a better concentration spell. Bless on three allies usually adds more.
    • •The target is out of reach. The range is touch.
    • •Your concentration is already holding something the party needs.
    • •A Paladin's Aura of Courage (2014: 10th level) already covers everyone near you. Allies in the aura can't be frightened anyway.
    • •The fight will be short and the target won't be hit. The temporary hit points only matter when damage lands.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh against fear-heavy enemies. Modest otherwise: 3 to 5 temporary hit points per round.
    Action EconomyOne action to cast, at touch range.
    Opportunity CostConcentration. Paladins also give up Bless or Shield of Faith.

    Upcasting

    SlotTargetsTemporary hit points per turn (+3 modifier)
    1st13 each
    2nd23 each
    3rd33 each
    4th43 each

    Upcasting adds targets, not temporary hit points. The amount is always your spellcasting ability modifier. All targets must be within touch range when you cast.

    Pro Tips

    Tip #1: Cast it one turn before the fear arrives.

    Why it works: The spell grants immunity for its duration. Cast it before the dragon acts, and the frightened condition never lands.

    This avoids the mistake of: Casting it after an ally is already frightened, when the spell doesn't say it ends the existing condition.

    Tip #2: Upcast for the melee line.

    Why it works: A 2nd-level slot covers two allies, a 3rd-level slot three. Against a frightening enemy, every melee character needs immunity.

    This avoids the mistake of: Protecting one fighter while the barbarian next to them spends the fight at disadvantage.

    Tip #3: Expect the first temporary hit points on the target's next turn.

    Why it works: The temporary hit points arrive at the start of each of the target's turns, not when you cast. Cast it on an ally who acts soon after you.

    This avoids the mistake of: Counting on temporary hit points to absorb the attack that comes right after you cast.

    Tip #4: Put it on the creature most likely to be hit every round.

    Why it works: The refill is wasted on any round the target isn't hit, because temporary hit points don't stack. A front-liner who takes damage each round uses every refill.

    This avoids the mistake of: Buffing the archer in the back who never loses the 3 temporary hit points.

    Common Mistakes to Avoid

    Stacking the temporary hit points

    Why it's bad: Temporary hit points can't be added together. A target with 3 left from last turn who gains 3 more has 3, not 6.

    Do this instead: Treat Heroism as "the target starts each turn with at least your modifier in temporary hit points."

    Using it as healing

    Why it's bad: Temporary hit points aren't healing. They don't restore real hit points, and they don't wake a creature at 0 hit points.

    Do this instead: Use Healing Word or Cure Wounds on a downed ally.

    Expecting it to stop all fear-adjacent effects

    Why it's bad: It makes the target immune to the frightened condition, nothing more. A 2024 ghost's Horrific Visage still deals 10 (2d6 + 3) psychic damage on a failed save. Only the Frightened condition is blocked.

    Do this instead: Read the effect. Damage, aging, and other riders aren't covered.

    Usage Tips

    • •Red dragon, 2014. An adult red dragon's Frightful Presence makes every creature of its choice within 120 feet save against DC 19 Wisdom or be frightened for 1 minute. A fighter with a +1 Wisdom save fails on 17 or lower, 85% of the time. Even a paladin with +6 fails on 12 or lower, 60% of the time. Heroism on the melee line removes that risk for the spell's duration. The 2024 adult red dragon stat block has no Frightful Presence.
    • •Lich, 2014. A lich's Frightening Gaze (2 legendary actions) is a DC 18 Wisdom save against one creature within 10 feet. A +2 save fails on 15 or lower, 75% of the time. The 2024 lich casts Fear as a legendary action instead, and Heroism also blocks the Frightened condition that spell gives.
    • •Ghost, 2014. The ghost's Horrifying Visage frightens on a failed DC 13 Wisdom save, and failing by 5 or more also ages the target 1d4 × 10 years. Heroism blocks the frightened condition. Whether an immune creature still rolls the save and can still age is a DM ruling, not rules text.
    • •Mummy, 2014. A mummy's Dreadful Glare frightens, and failing by 5 or more also paralyzes "for the same duration." Whether immunity to frightened also stops the paralysis is a DM ruling, not rules text. The 2024 Dreadful Glare only frightens, so Heroism blocks all of it.
    • •Temporary hit points over a fight. A Bard with 16 Charisma (+3) casts it at 1st level. Over 10 rounds, if the target is hit every round, the spell absorbs up to 30 damage. That is more than a 1st-level Cure Wounds heals, but it needs concentration for the full minute and a hit every round.
    • •Damage while concentrating. Every hit on you forces a concentration save, so Heroism on yourself is riskier than on an ally. See the concentration rules.

    Rules Notes

    • •Touch range, willing creature.
    • •Immune to the frightened condition until the spell ends.
    • •Temporary hit points equal to your spellcasting ability modifier at the start of each of the target's turns.
    • •2014: when the spell ends, the target loses any remaining temporary hit points from it. 2024: that clause is gone.
    • •Each slot level above 1st adds one target.
    • •If the target is already frightened: neither version says Heroism ends the condition. In 2024 the rules glossary says that if you have Immunity to a condition, "it doesn't affect you in any way," so an existing Frightened condition has no effect while Heroism lasts, and it matters again only if the spell ends before the fear does. The 2014 rules don't define condition immunity, so there it is a DM ruling, not rules text.
    • •Frightened is covered in the frightened condition guide.

    Synergies

    • •Paladin's Aura of Courage: From 10th level (both editions), allies near you can't be frightened. Heroism covers allies outside the aura, and covers the party before 10th level.
    • •Protection from Evil and Good: In 2014, the target can't be frightened by the listed creature types. One concentration spell at a time, so pick one.
    • •Calm Emotions: Suppresses frightened on Humanoids who are already afraid; Heroism prevents it.
    • •Aid: No concentration, raises maximum hit points. Use it with Heroism for a sturdier front line.

    Anti-Patterns

    • •Casting it on a ranged character who never takes damage.
    • •Casting it after the dragon has already used its fear.
    • •Dropping Bless for Heroism in a fight with no fear effects.

    Tactical Modules

    • •Dragon opener (2014): Upcast Heroism on the melee characters just before engaging, so Frightful Presence has no effect on them.
    • •Undead crypt: Heroism on the front-liner covers a lich's gaze or a ghost's visage, while the cleric handles healing.
    • •Low-level paladin: Before Aura of Courage, Heroism is the paladin's fear answer.

    Countermeasures

    • •Threat: You lose concentration. Response: Cast it on an ally rather than yourself. Fallback: Recast with another slot if the fear threat is still active.
    • •Threat: The ally is already frightened. Response: In 2024, Heroism's immunity stops the condition affecting them; in 2014, ask your DM. Fallback: Calm Emotions suppresses it on a Humanoid.
    • •Threat: The enemy targets the caster instead. Response: Stay behind the front line. Fallback: Heroism on yourself, accepting concentration saves.

    Heroism in the 2024 Rules

    The 2024 Heroism is almost the same: 1st-level enchantment, Action, Touch, V and S, Concentration up to 1 minute, Bard and Paladin, immunity to the Frightened condition, and temporary hit points equal to your spellcasting ability modifier at the start of each of the target's turns. Upcasting still adds one target per slot level.

    One line is gone. The 2014 spell says the target loses any remaining temporary hit points from the spell when it ends. The 2024 spell doesn't, and the 2024 rules say temporary hit points last until they're depleted or you finish a Long Rest. A target that ends the spell with 3 temporary hit points keeps them.

    Around the spell, Paladins get spellcasting at level 1 in 2024, and Heroism is one of the two recommended starting Paladin spells. The 2024 Aura of Courage gives allies in the Aura of Protection immunity to the Frightened condition and says a Frightened ally who enters the aura is unaffected while there.

    Frequently Asked Questions

    What does Heroism do in 5e?

    A willing creature you touch is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns, for up to 1 minute with concentration.

    Do Heroism's temporary hit points stack?

    No. Temporary hit points can't be added together. Each turn the target can take the new amount or keep what it has, so it starts each turn with at least your modifier.

    Does Heroism end the frightened condition?

    It doesn't end it, but in 2024 it neutralizes it: the rules glossary says a condition you're immune to "doesn't affect you in any way," so the Frightened condition has no effect while the spell lasts. The 2014 rules don't define condition immunity, so in 2014 it is a DM ruling.

    Can you upcast Heroism?

    Yes. Each slot level above 1st adds one more creature. The temporary hit points don't increase.

    Does Heroism require concentration?

    Yes, up to 1 minute.

    Who can cast Heroism?

    Bards and Paladins in both editions. Paladins get it from 2nd level in 2014 and level 1 in 2024.

    What happens to Heroism's temporary hit points when it ends?

    In 2014 the target loses any left from the spell. In 2024 it keeps them until they're used up or it finishes a Long Rest.

    Is Heroism better than Bless?

    Against frightening enemies, yes, for the creatures you protect. Otherwise Bless usually adds more: 1d4 to attacks and saves for three creatures, against a few temporary hit points for one.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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