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Aid

Abjuration
Level: 2nd-level
Casting Time: 1 action
Range: 30 feet
Duration: 8 hours
Components: V, S, M
Materials: A tiny strip of white cloth.

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.

Spell Details

School: Abjuration
Level: 2
Ritual: No
Concentration: No
Classes: Cleric, Paladin
A-Tier Aid provides reliable, long-duration survivability for multiple allies with minimal resource investment, making it exceptional for preparation and sustained encounters.

Player Guide

Cast Aid before combat or during lulls to grant three allies +5 HP as both a current and maximum increase, effectively giving them free hit points that scale with their health pools. This spell is particularly valuable for squishy characters (wizards, rogues, clerics) and works best when cast during short rests or before anticipated fights since it lasts 8 hours. The maximum HP increase also benefits abilities that scale with HP, such as Barbarian rage damage or monk ki point calculations. Upcast this spell at higher levels—each spell slot above 2nd adds +5 HP per target, making it scalable throughout the campaign.

DM Tips

Clarify whether Aid's maximum HP increase persists if the spell ends mid-combat—typically current HP cannot exceed the new maximum. Remember that upcasting Aid is extremely efficient; a 3rd-level slot grants +10 HP per target, making it a competitive action even at higher levels.