Level 2 Abjuration spell available to Clerics and Paladins. Raises the maximum Hit Points of your whole party by 5, heals them for the same amount, and lasts until a Long Rest. It is deeply boring. It is also the most efficient use of a Level 2 slot in the game and you should be casting it every single day.
Spell description: Heal your allies and increase their maximum hit points.
Spell properties
- Range: 9m (30ft)
- Duration: Long Rest
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Hit points are increased by 5 for each spell slot level above the 2nd.
How to obtain Aid
- Cleric at Class level 3
- Paladin at Class level 5
Source item: Scroll of Aid
AID
Level 2 Abjuration SpellHeal your allies and increase their maximum hit points.
CONDITION: AID
Condition: Aid
- Maximum Hit Points increased by 5.
- Heals 5 Hit Points on cast.
- Increases by 5 for each spell slot level above the 2nd.
When to cast Aid
Cast it the moment you stand up from a Long Rest, before you leave camp. It is not Concentration, it costs no Action once the fight starts, and the bonus is still there hours later. There is no reason to ever not have it running.
The distinction that makes it good: it raises maximum HP, not temporary HP. Healing can still top you up to the new ceiling, it does not get eaten like a shield, and it does not fight with False Life, Armour of Agathys, or Heroism. It stacks with everything.
+5 across four characters is 20 effective HP for one slot. Upcast to Level 5 it is +20 each, 80 HP across the party, out of a slot you were about to waste by sleeping on it. If your Cleric goes into a Long Rest with unspent high-level slots, that is the mistake. Dump them into Aid first.
One catch: it only reaches everyone within 9m. Gather the party before you cast. The companion who wandered off does not get it.
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