You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
* - (fur or a feather from a beast)
@ Diothycles: It does. The term "skill checks" is not officially used in 5e. They are ability checks, to which your proficiency bonus in a skill may apply.
It's supposed to be, but for some reason, Beyond has classified it wrong.
But there's also lots of mental ability checks so that helps.
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That's literally what it does, and a save is separate from a check
This spell is fairly useless and is easily replaced by the "Help" action.
agreed. Especially compared to the 3e versions. those just gave you a flat +4 to the relevant ability score.
The concentration requirement makes it comparable to a 1st level spell and thus easily replaced. Heroism, among many other abilities, can replace the Bear's Endurance, while Cat's grace is HIGHLY situational.
For a second level spell -- having a concentration requirement with a touch requirement puts it on par with "True Strike," of uselessness.
To fix this wasted spell, just need to remove the <C> requirement and <T> and that will make it semi-useful 2nd level spell.
Any chance someone from D&D Beyond can add the wizard tag to this spell?
It doesn’t boost your intelligence modifier, just intelligence checks.
the spell does what the spell says it does. Simple.
Nevermind
What's cool is playing an oath of glory paladin with a race with the powerful build feature. You cast enhance ability strength and use your channel divinity and at level 5, for 10 minutes, you have the carrying capacity (and by extension pull and lift ability) of a gargantuan creature.
Is it practical? Probably not. But you could probably lift a large stone statue up no problems and pull the strongest doors off with ease.
And…boom: just like that, I’ll be doing a spoof of Heracles with the new Goliath variants coming out.
Hmm…I’m thinking Hill Giant.
Chonkules! Chonk to his friends.
Does this ability affect attack rolls? What about spell atacks ? Do you gain advantage on these rolls if you cast this spell?
Nope. Sorry
https://dnd.wizards.com/sage-advice/ability-check
A Constitution check would be something like long distance sprinting, which would use Athletics (Con), or shrugging off an attack to scare your foe- which would be Intimidation (Con). I would wager you could also use Survival (Con) to obtain sustenance from things less hardy people would die from. Or you could use Animal Handling (Con) to wrangle an animal without wearing yourself out. Heck, you could use Stealth (Con) as like, a helping roll for a Stealth (Dex) roll, gaining a modifier to the Dex roll based on how well you can hide your breathing by holding your breath.
I just want to point out saying that it's for holding your breath under water, long marches, or anything like that. If you look it up under PHB or basic rules. Holding your breath is a 1 + con mod (Basic Rules: Suffocating), forced march is a con save (Basic Rules: Travel Pace - Forced March). They have no Constitution checks involved. While the DM might ask for a Con check with Athletics, that's entirely up to the DM and it's an optional rule. Concentrating on a spell requires a con save as well (Basic Rules: Concentration).
As far as I can find there isn't a single Constitution check in the books that aren't an optional rule. Anything that it mentions under Constitution in the rules (Basic Rules: Constitution) is actually either a save or it's just adding the constitution modifier.
There is no reason to ever choose Bear's Endurance, since there is so many other spells that are way better.
Well they don't all give the same benefit of 2d6 temp hp, they all either last longer, don't require concentration, they have a further range, or they effect multiple creatures. All of these spells aren't available to all classes but all the classes that can cast Enhance Ability can cast at least one of these spells.
I'm just saying, unless the DM is using optional rules or DM fiat, the Bear's Endurance is possible one of the worst effects of a 2nd Level spell that you could use.
Edit:
I didn't initially include Wizard because it wasn't listed under the spell but they are listed in Tasha's.
If you ask me, there are just too many spells in 5E like this one which require concentration. It should be possible to buff-and-forget. It only lasts an hour anyway, not a day. Maybe instead of nerfing spellcasters with so many concentration spells, consider which ones should/shouldn't stack.
It's definitely not useless. My pally just failed a DEX check BY ONE POINT that costed him 4d8 damage. If I had cast this first (from an item) chances are good I'd have made the roll.
That said, I'll agree that it is much TOO nerfed. With concentration required, and the caster has to keep that going for an entire hour, preventing any other concentration spell, you're right this is nowhere near worthwhile. Personally, having played D&D since the blue box came out, I find casters too nerfed in general in 5E.