Level
2nd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
8 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Buff
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
* - (a strip of white cloth)
why is this spell tagged twice for the following classes?:
Bard
Cleric
Druid
Ranger
otherwise, looks mechanically identical to the previous version with no flavor text
Because it's usable by Bard (new) and Bard (2014) as they both exist on the website as different classes.
It's because the website wasn't designed for two versions of the game and they had no plans to do so. So for the time being it's going to look a bit messy.
Aid being auto prepared for starts druids when it shouldn’t be. Also its 2014 druid not a 2024 druid so double wrong
gottem
nerfed
Aid Legacy This doesn't reflect the latest rules and lore. Learn More Basic Rules, pg. 211
Link to the legacy version of this spell
well due because they like it the most.
I have a character that's a level 5 school of abjuration wizard (rock gnome) and can't add this spell. It doesn't show up in my available spells to learn. Neither the Legacy version nor the 2024 version. I purchased the 2014 player's handbook on the dnd beyond site before I made the character. I have also made sure that my optional class features are enabled as I saw that might be the issue from another forum, but that didn't fix it. Any idea why I can't add this?
You can't add it because it's not on the Wizard spell list.
Each spellcasting class has its own list of spells that are available to it. At the bottom of the spell description you can see a list of which class lists the spell is on, labeled "Available for".
This spell is on the class lists for the Artificer, Bard, Cleric, Druid, Paladin, and Ranger classes.
So how does this (and similarly Heroes' Feast) work with the hit points you gain?
One interpretation would be that you'd lose the same number of hp again when the spell wears off, which means that they're only really useful for situations where you'd normally be reduced to 0hp, you have some extra hp to keep you alive, but you'd need to heal back up properly in order to survive the spell wearing off, which feels somewhat underwhelming to me. Least powerful, easy to understand, complicated to track.
Another interpretation would be to treat them similar to temporary HP except that they can stack with other max HP increases and an instance of temp HP, and can be cured as long as the spell lasts. Since temp HP is lost first when losing HP, you'd only lose any of the extra HP in excess of what you've lost since the spell took affect (along with any that you've healed beyond your regular max HP). Moderately powerful, complicated to understand, a pain to track.
The last interpretation I can see would be that the HP is just permanent, and thus only HP you'd have in excess of your regular max HP is lost when the spell ends. Most powerful, easiest to understand, easiest to track.
Is there any ruling on this? If not, what do you think is the best way to deal with it? I'm very new to DnD, so IDK which interpretation might be more balanced
The last thing you said is the way it works. When the spell ends, your current HP value doesn't change — unless it's more than your normal max HP, in which case it drops back to your normal maximum. This is not damage, so it has no effect on any temporary hit points you might have.
Hit points are fungible. You don't track where they came from or how you got them.
Blind?
I guess so. I'm thinking UA version.
Does this stack?
Are you asking if you can increase someone's max HP multiple times by casting this spell on them multiple times?
If so, the answer is no; the general rules on spellcasting say that casting the same spell on the same creature multiple times doesn't stack its effects.
However, it does stack with other effects that increase a creature's max HP.
level 10 necromancer. with level 1+ cleric
It's the exact same. They only removed the first sentence, which was pure flavor with no mechanical effect.
I think what they're getting at is that one of the UA playtest documents from before the 2024 updates were released (the third one, with the Cleric stuff) included a version of this spell that was upgraded to affect up to six targets instead of three, but the actual published version knocked it back down to three again. It's not nerfed compared to the 2014 version, but it is compared to the UA version.
Ahh, I see, thanks. ^^