Artificer, Cleric, Paladin
Verbal, Somatic, Material
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
|2nd level||5th level||7th level||9th level|
|Healing and Max HP Increase Value||5||20||30||40|
2nd level, Abjuration, Buff, Healing
Level: Cleric (3), Paladin (5), Divine Soul (3), Bard (10, Magical Secrets), Artificer (5)
Materials Required: A tiny strip of white cloth
Number of Targets: Up to 3
Die Type: N/A
Number of Dice: N/A
Damage Type: N/A
Damage On Successful Save: N/A
Statuses Inflicted: Target’s maximum HP increased
Status Duration: 8 hours
Affected By Cover: No
What is Aid (5e)?
Aid is a spell that is primarily meant for use by Clerics and Paladins to help their allies substantially but in an ultimately non-flashy way.
The spell simply raises the target’s maximum and current hit point values by a flat value of 5, increasing by 5 for every spell slot used above the 2nd level.
Who can cast Aid (5e)?
Clerics, and Paladins have the spell Aid on their spell list. Clerics can take the spell at 3rd level, but Artificers and Paladins don’t get their first 2nd level spell slots until class level 5.
Divine Soul Sorcerers have access to the Cleric spell list and can take Aid at the 3rd level. Bards can take Aid using their Magical Secrets class feature at level 10.
When and Where should I cast Aid (5e)?
Aid can be a powerful ability for supportive casters. While Paladins may want to reserve the spell slot for a damage spell, Clerics, Artificers, and Divine Soul Sorcerers can all get use out of the spell.
The ability to upcast the spell is crucial, and Sorcerers will be able to get the most value out of their upcasting since they can create extra spell slots with their Sorcery Points to mitigate the cost of upcasting.
Why should I take Aid (5e)?
Aid isn’t as flashy as some other support spells, but that straightforward simplicity is what makes it so potent.
Rather than granting temporary hit points, Aid increases the targets’ hit point maximums; this means that the hit points they’ve gained can be healed back if they are injured, and upwards of 40 hit points is quite a bit considering that it could very quickly be the difference between life and death.