Aid
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 a Glance
Level
2nd
School
Abjuration
Casting Time
1 action
Range
30 feet
Duration
8 hours
Concentration
No
How Aid Works
| Casting Time | 1 action |
|---|---|
| Range | 30 feet |
| Components | V, S, M (a tiny strip of white cloth) |
| Duration | 8 hours |
Available to:
ClericPaladin
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.
Common Mistakes
Common Mistake
Forgetting that the spell increases both maximum and current hit points
Common Mistake
Not tracking that the bonus HP disappears when the spell ends (but doesn't reduce current HP below the new max)
Common Mistake
Thinking the spell can be used to heal - it increases max HP, not a healing effect
Common Mistake
Forgetting the 8-hour duration means it often lasts through multiple encounters
DM Tips
DM Tip
This spell is excellent pre-combat buffing for the party
DM Tip
At higher levels, the HP boost becomes very significant (+20 HP at 6th level slot)
DM Tip
Unlike temporary HP, this stacks with other bonuses and can be healed
DM Tip
Great for giving the party extra survivability before a big boss fight
Sources & Further Reading
- Aid — D&D 5e Wikidot — Full SRD text
- Aid — Roll20 Compendium — Structured reference
- Aid — D&D Beyond — Official digital reference