Beginning at 6th level, the HealingSpells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.
Only the most combative, word-precise rules lawyers would say Aid does not (because Aid says it increases current hit points, not restores them). In other words, yes, any spell that gives HP (not temporary HP like false life) will trigger Blessed Healer.
And just to be clear, it does not affect the HP maximum, which remains 5 HP.
I would further say that any spell that directly causes healing (such as casting fireball on a creature that absorbs fire) will trigger Blessed Life as well, but that's a separate discussion and I believe that's not the general consensus.
Not really. 5 extra hit points for 8 hours could save somebody's life (or even more when cast at higher level). These extra hit points are healable, unlike temporary life that other spells might grant.
Aid is nowhere near bad. Prayer of healing is good healing but requires 10 minutes of casting time so it is ruddy useless in combat or in any other situation where you can't sit down to sing kumbaya.
Aid can also be cast beforehand. Buff up the party before you get into shit as it were instead of waiting for people to drop or having to patch them. I've seen people survive on those 5 extra HP. Keep your wizard up and running instead of him going K.O. and having to wait for you to heal him, hence wasting possible turns.
Was cruising through looking for something else and had to stop in. I think everyone is missing a very key three words in the spell description.
"Each target's hit point maximum and current hit points increase by 5 for the duration." This means if someone is at 0hp and you cast Aid on them, their max hp increases by 5 and their current hp increases by 5.
Aid is a healing spell and Disciple of Life works with it meaning at 2nd level a life cleric gives out 9 extra max and current hp instead of 5. Additionally, if a level 6 life cleric is missing hp and casts Aid at 2nd level on another creature the life cleric receives 4hp in healing to themselves due to Blessed Healer trait.
As noted above Aid does not provide Temporary Hit Points but Maximum Hit Points which linger for 8 hours and can be healed again.
You can use Aid to actually bring 3 characters up from 0 hp at once, making it a formidable 2nd level spell, especially in the hands of a Life Cleric.
"Each target's hit point maximum and current hit points increase by 5 for the duration." This means if someone is at 0hp and you cast Aid on them, their max hp increases by 5 and their current hp increases by 5.
The max Hp increase doesn't go up but the restored HP do, since. "the creature regains additional hit points equal to 2 + the spell's level."
Also Aid is still good, its a non-conc. 8 hour spell intended to last all day similar to mage armour. The bonus HP are 'natural' and can be healed, they stack with other spells that grant Temp HP (like Heroism, your own Motivational Speech (also no conc 1 hour duration), Twilight Sanctuary, Armour of Agathys) without interfering, and after all this you can freely use your concentration to say... Aura of Vitality in combat for 2D6+5 Hp of healing per turn as a bonus action. Finally it upcasts well. Sadly not more targets but an aditional +5 per spell level over 2, so adds a significant +40HP with a L9. Thats kind of 120HP of healing... +51 so 153HP if the three were badly hurt and below max HP. Mass cure wounds only does 3D8+5+7, If you upcast that to L9... 7D8+5+11.. 47.5? About the same, but doesnt boost the max HP.
One last thing: Sleep, Power Word Kill and Power Word Stun have current Hp caps, so certain squishy classes may apreciate getting more HP and over the 100HP thresholds. -waves at your party's rogue and sorceress-
Other fun interactions of Life domain: Goodberry is 4Hp per berry, so a L1 spell restores 40HP. Regeneration now restores 10HP a turn. 1+(7+2)
I agree with the consensus of earlier posts that the effects of Aid are not altered by the Disciple of Life subclass Feature. Spells that "restore" hit points to a creature are affected, but Aid "increases" the current HP for the duration instead.
In the PHB, Chapter 9 -> Damage and Healing -> Healing we have this interesting description of the concept of healing:
Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell or a potion of healingcan remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points.
So, given this, Aid does not actually "remove damage".
Aid is a healing spell and Disciple of Life works with it meaning at 2nd level a life cleric gives out 9 extra max and current hp instead of 5. Additionally, if a level 6 life cleric is missing hp and casts Aid at 2nd level on another creature the life cleric receives 4hp in healing to themselves due to Blessed Healer trait.
There are actually four different ways that these statements are incorrect. Aid is not a healing spell. Disciple of Life does not work with it. Even if it did you would not benefit from any additional increase to the Max HP (because: Disciple of Life: "the creature regains additional hit points equal to 2 + the spell's level." . . . NOT Max HP). Likewise, Blessed Healer does not interact with Aid since that also only affects a spell "that restores hit points to a creature other than you" and Aid does not do this.
The max Hp increase doesn't go up but the restored HP do, since. "the creature regains additional hit points equal to 2 + the spell's level."
No, Aid doesn't interact with the Disciple of Life subclass Feature since that Feature only affects spells that "restore hit points to a creature" and Aid does not do this.
Other fun interactions of Life domain: Goodberry is 4Hp per berry, so a L1 spell restores 40HP.
It's a bit technical, but the Life Domain Cleric does NOT have any feature (such as Disciple of Life or Blessed Healer) that would cause the berries to heal 4 HP.
The Disciple of Life Feature affects a spell that you use "to restore hit points to a creature".
In the case of Goodberry -- that is a transmutation spell which causes 10 magically infused berries to appear in your hand. That is the spell effect. After the casting time finishes, the spell effect is brought forth into existence. This spell effect has an "instantaneous" duration, so the spell itself no longer exists once the berries are created. No healing has taken place and no hit points have been restored during this time. After this occurs, a creature may use an action to eat a berry. But that action does not interact with the Disciple of Life Feature. That is simply an action of eating a berry -- that action is not a spell and it is not related to any spell effect. This combo does not work.
This combo doesn't work for a different reason. The bonus from the Disciple of Life feature only works one time "whenever you use a spell" -- you don't get this bonus every turn from the same spell. So, when you first cast Regenerate there is a bonus of 9 HP from the Disciple of Life feature, but that's it.
----------
I just wanted to also point out another interesting quirk about the Aid spell, and I'm not sure how many people run it this way. The Aid spell increases current HP "for the duration". We also have this general rule:
A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost.
So there are potentially some weird interactions here. Suppose a creature has max HP of 10 but has been damaged such that his current HP is now 5. Aid is cast which increases the current and Max HP by 5 for the duration. Current HP is now 10 and Max HP is 15. A little while later the creature takes another 5 damage and his current HP is now 5 and his max HP is now 15. Later, while walking down the street, the spell expires. Presumably, this causes the current HP to drop to 0 (and max HP to drop back to 10) and he falls unconscious. Are people running the spell like that?
Here is another quirk. The "upcast" portion of the spell does not mention max HP. Suppose we take this literally and apply this to our above character. But in this case our character starts this process at a current HP of 0 HP and a max HP of 10 HP. Let's say that we upcast the Aid spell to provide 15 current HP and 5 max HP. Now the character is at 15 / 15 and I'm not sure if there is any way to prevent that character from going back to 0 when the spell expires. Can we apply a detail from above and note that Aid never actually "removed damage"? Can the "damage" now be healed even though we are sitting on 15 / 15 such that when the spell expires we lose less HP? If so, perhaps we could "heal" up to 10 damage this way? It gets weird.
Absolutely incorrect regarding your response to my comment.
Aid, I quote: "Each target's hit point maximum and current hit points increase by 5 for the duration."
Current means exactly what it means. If a creature goes down to 0 out of 10 hit points and you cast Aid on them before they fail all death saves, they gain 5 current hit points which brings them to 5 out of 15 (with the increase of 5 maximum hit points from the spell as well). This is known as restoring or regaining hit points in all aspects of the game.
Disciple of Life, I quote: "Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level." This applies to Aid.
Blessed Healer, I quote: "When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level." This applies to Aid.
Aid restores current hit points. End of.
You even stated it here: "When a creature receives healing of any kind, hit points regained are added to its current hit points."
Now, respectfully go back to the very top of this reply and reread what the Aid spell says again.
If I have ally Bobby, and Bobby is at 2/15 HP. and I cast Aid on Bobby, Bobby would be at 9/20 HP. That’s healing 7 and raising 5. The life cleric features at mention here have no effect on Max HP (as far as I am aware) but rather on Current HP. Aid does two things! Raises Max HP by 5 and Heals by 5. Disciple of Life (I think it’s called) would increase the Heal by 2, but not the Raise. Right?
If I have ally Bobby, and Bobby is at 2/15 HP. and I cast Aid on Bobby, Bobby would be at 9/20 HP. That’s healing 7 and raising 5. The life cleric features at mention here have no effect on Max HP (as far as I am aware) but rather on Current HP. Aid does two things! Raises Max HP by 5 and Heals by 5. Disciple of Life (I think it’s called) would increase the Heal by 2, but not the Raise. Right?
Discple of Life doesn't work withAid because it doesn't regain or restore hit points, it increase them.
While not official ruling, the Dev said on X that the spell doesn't heal.
@DMGRRHero Sorry to bother you, does a Life Cleric's Disciple of Life affect the spell Aid?
@JeremyECrawford Disciple of Life doesn't benefit the aid spell. The spell increases your hp maximum. It doesn't restore hp.
@JeremyECrawford Disciple of Life benefits healing—the restoration of hp you've lost. Aid doesn't heal you. It gives you more hp.
I think the point of confusion is that Aid not only increases the hp maximum, but also the current hp. The wording is: Aid "increases" current hp.
Disciple of Life clearly states that it works when a spell "restores" hit points. So, the question becomes whether "increasing current hp" counts as "restore hp".
Before someone goes around mentioning "increase" and "restore" are different words, healing spells, like cure wounds, aura of vitality and so on, don't use the wording "restore hp", but rather "regain hp". So, a spell that states it regains hp, triggers an ability that requires restoring hp, but a spell that increases hp, does not. I can see both ways working to be honest
@JeremyECrawford Disciple of Life benefits healing—the restoration of hp you've lost. Aid doesn't heal you. It gives you more hp.
What happens if you cast Aid on a creature that already has Aid? According to the rules because they are the same spell, only the most powerful version will apply. But does that affect the increase in current hp as well? Can you use Aid to heal a creature by increasing their current hp by 5 with every cast? Wouldn't that qualify as restoring hp you've lost?
The "It gives you more hp" works if you are at full hp when someone casts the spell on you, but what if you cast it when you are near death?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Does Disciple of Life increase the healing from Aid?
e.g. When cast as a 2nd level spell, Aid normally increases maximum hp by 5, and heals 5 hp. For a Life Cleric, would it heal 9 hp?
Aid and Blessed Healer:
Beginning at 6th level, the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.
Only the most combative, word-precise rules lawyers would say Aid does not (because Aid says it increases current hit points, not restores them). In other words, yes, any spell that gives HP (not temporary HP like false life) will trigger Blessed Healer.
And just to be clear, it does not affect the HP maximum, which remains 5 HP.
I would further say that any spell that directly causes healing (such as casting fireball on a creature that absorbs fire) will trigger Blessed Life as well, but that's a separate discussion and I believe that's not the general consensus.
No according to Crawford: https://www.sageadvice.eu/2016/05/02/does-a-life-clerics-disciple-of-life-affect-the-spell-aid/
Aid isn't restoring hit points, it is granting you 5 additional hit points (to current and maximum values).
Also, Aid is not a healing spell.
Then Aid is a bad choice for Life Clerics.
Not really. 5 extra hit points for 8 hours could save somebody's life (or even more when cast at higher level). These extra hit points are healable, unlike temporary life that other spells might grant.
It's only 5 points. It would be better to use Prayer of Healing to restore ~16hp each (up to 25hp).
Aid is nowhere near bad. Prayer of healing is good healing but requires 10 minutes of casting time so it is ruddy useless in combat or in any other situation where you can't sit down to sing kumbaya.
Aid can also be cast beforehand. Buff up the party before you get into shit as it were instead of waiting for people to drop or having to patch them. I've seen people survive on those 5 extra HP. Keep your wizard up and running instead of him going K.O. and having to wait for you to heal him, hence wasting possible turns.
since it lasts 8 hours, a short rest can replenish those 5 HP which means it keeps paying dividends
Aid is not a healing spell that heals so Disciple of Life doesn't interact with it.
Not true. The HP are considered temporary hit points, which cannot be replenished.
Check us out on Twitch, YouTube and the DISCORD!
Aid has no interaction with temporary hit points in any way, and the hit points it grants can be healed.
Was cruising through looking for something else and had to stop in. I think everyone is missing a very key three words in the spell description.
"Each target's hit point maximum and current hit points increase by 5 for the duration."
This means if someone is at 0hp and you cast Aid on them, their max hp increases by 5 and their current hp increases by 5.
Aid is a healing spell and Disciple of Life works with it meaning at 2nd level a life cleric gives out 9 extra max and current hp instead of 5.
Additionally, if a level 6 life cleric is missing hp and casts Aid at 2nd level on another creature the life cleric receives 4hp in healing to themselves due to Blessed Healer trait.
As noted above Aid does not provide Temporary Hit Points but Maximum Hit Points which linger for 8 hours and can be healed again.
You can use Aid to actually bring 3 characters up from 0 hp at once, making it a formidable 2nd level spell, especially in the hands of a Life Cleric.
The max Hp increase doesn't go up but the restored HP do, since. "the creature regains additional hit points equal to 2 + the spell's level."
Also Aid is still good, its a non-conc. 8 hour spell intended to last all day similar to mage armour. The bonus HP are 'natural' and can be healed, they stack with other spells that grant Temp HP (like Heroism, your own Motivational Speech (also no conc 1 hour duration), Twilight Sanctuary, Armour of Agathys) without interfering, and after all this you can freely use your concentration to say... Aura of Vitality in combat for 2D6+5 Hp of healing per turn as a bonus action. Finally it upcasts well. Sadly not more targets but an aditional +5 per spell level over 2, so adds a significant +40HP with a L9. Thats kind of 120HP of healing... +51 so 153HP if the three were badly hurt and below max HP. Mass cure wounds only does 3D8+5+7, If you upcast that to L9... 7D8+5+11.. 47.5? About the same, but doesnt boost the max HP.
One last thing: Sleep, Power Word Kill and Power Word Stun have current Hp caps, so certain squishy classes may apreciate getting more HP and over the 100HP thresholds. -waves at your party's rogue and sorceress-
Other fun interactions of Life domain:
Goodberry is 4Hp per berry, so a L1 spell restores 40HP.
Regeneration now restores 10HP a turn. 1+(7+2)
I agree with the consensus of earlier posts that the effects of Aid are not altered by the Disciple of Life subclass Feature. Spells that "restore" hit points to a creature are affected, but Aid "increases" the current HP for the duration instead.
In the PHB, Chapter 9 -> Damage and Healing -> Healing we have this interesting description of the concept of healing:
So, given this, Aid does not actually "remove damage".
There are actually four different ways that these statements are incorrect. Aid is not a healing spell. Disciple of Life does not work with it. Even if it did you would not benefit from any additional increase to the Max HP (because: Disciple of Life: "the creature regains additional hit points equal to 2 + the spell's level." . . . NOT Max HP). Likewise, Blessed Healer does not interact with Aid since that also only affects a spell "that restores hit points to a creature other than you" and Aid does not do this.
No, Aid doesn't interact with the Disciple of Life subclass Feature since that Feature only affects spells that "restore hit points to a creature" and Aid does not do this.
It's a bit technical, but the Life Domain Cleric does NOT have any feature (such as Disciple of Life or Blessed Healer) that would cause the berries to heal 4 HP.
The Disciple of Life Feature affects a spell that you use "to restore hit points to a creature".
In the case of Goodberry -- that is a transmutation spell which causes 10 magically infused berries to appear in your hand. That is the spell effect. After the casting time finishes, the spell effect is brought forth into existence. This spell effect has an "instantaneous" duration, so the spell itself no longer exists once the berries are created. No healing has taken place and no hit points have been restored during this time. After this occurs, a creature may use an action to eat a berry. But that action does not interact with the Disciple of Life Feature. That is simply an action of eating a berry -- that action is not a spell and it is not related to any spell effect. This combo does not work.
This combo doesn't work for a different reason. The bonus from the Disciple of Life feature only works one time "whenever you use a spell" -- you don't get this bonus every turn from the same spell. So, when you first cast Regenerate there is a bonus of 9 HP from the Disciple of Life feature, but that's it.
----------
I just wanted to also point out another interesting quirk about the Aid spell, and I'm not sure how many people run it this way. The Aid spell increases current HP "for the duration". We also have this general rule:
So there are potentially some weird interactions here. Suppose a creature has max HP of 10 but has been damaged such that his current HP is now 5. Aid is cast which increases the current and Max HP by 5 for the duration. Current HP is now 10 and Max HP is 15. A little while later the creature takes another 5 damage and his current HP is now 5 and his max HP is now 15. Later, while walking down the street, the spell expires. Presumably, this causes the current HP to drop to 0 (and max HP to drop back to 10) and he falls unconscious. Are people running the spell like that?
Here is another quirk. The "upcast" portion of the spell does not mention max HP. Suppose we take this literally and apply this to our above character. But in this case our character starts this process at a current HP of 0 HP and a max HP of 10 HP. Let's say that we upcast the Aid spell to provide 15 current HP and 5 max HP. Now the character is at 15 / 15 and I'm not sure if there is any way to prevent that character from going back to 0 when the spell expires. Can we apply a detail from above and note that Aid never actually "removed damage"? Can the "damage" now be healed even though we are sitting on 15 / 15 such that when the spell expires we lose less HP? If so, perhaps we could "heal" up to 10 damage this way? It gets weird.
Anyway, that's my two cents about Aid for now.
Absolutely incorrect regarding your response to my comment.
Aid, I quote: "Each target's hit point maximum and current hit points increase by 5 for the duration."
Current means exactly what it means. If a creature goes down to 0 out of 10 hit points and you cast Aid on them before they fail all death saves, they gain 5 current hit points which brings them to 5 out of 15 (with the increase of 5 maximum hit points from the spell as well). This is known as restoring or regaining hit points in all aspects of the game.
Disciple of Life, I quote: "Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level."
This applies to Aid.
Blessed Healer, I quote: "When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level."
This applies to Aid.
Aid restores current hit points. End of.
You even stated it here: "When a creature receives healing of any kind, hit points regained are added to its current hit points."
Now, respectfully go back to the very top of this reply and reread what the Aid spell says again.
Hot take!
If I have ally Bobby, and Bobby is at 2/15 HP. and I cast Aid on Bobby, Bobby would be at 9/20 HP. That’s healing 7 and raising 5. The life cleric features at mention here have no effect on Max HP (as far as I am aware) but rather on Current HP.
Aid does two things! Raises Max HP by 5 and Heals by 5. Disciple of Life (I think it’s called) would increase the Heal by 2, but not the Raise.
Right?
Discple of Life doesn't work with Aid because it doesn't regain or restore hit points, it increase them.
While not official ruling, the Dev said on X that the spell doesn't heal.
I think the point of confusion is that Aid not only increases the hp maximum, but also the current hp. The wording is: Aid "increases" current hp.
Disciple of Life clearly states that it works when a spell "restores" hit points. So, the question becomes whether "increasing current hp" counts as "restore hp".
Before someone goes around mentioning "increase" and "restore" are different words, healing spells, like cure wounds, aura of vitality and so on, don't use the wording "restore hp", but rather "regain hp". So, a spell that states it regains hp, triggers an ability that requires restoring hp, but a spell that increases hp, does not. I can see both ways working to be honest
Another note regarding Jeremy Crawford's answer:
What happens if you cast Aid on a creature that already has Aid? According to the rules because they are the same spell, only the most powerful version will apply. But does that affect the increase in current hp as well? Can you use Aid to heal a creature by increasing their current hp by 5 with every cast? Wouldn't that qualify as restoring hp you've lost?
The "It gives you more hp" works if you are at full hp when someone casts the spell on you, but what if you cast it when you are near death?