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Aid

Level 2 · Abjuration

  • Utility

Aid occupies the abjuration school at level 2, available to bard, cleric, druid, paladin, and ranger. Cast time: Action. Range 30 feet, components V/S/M, duration 8 hours. Material: a strip of white cloth. Effect: Choose up to three creatures within range. At higher levels: Each target's Hit Points increase by 5 for each spell slot level above 2.

Stat Block

Level
2
School
Abjuration
Casting Time
Action
Range / Area
30 feet
Components
V, S, M
Duration
8 Hours
Ritual
No
Concentration
No
Classes
Bard, Cleric, Druid, Paladin, Ranger
Material
a strip of white cloth

Description

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

At Higher Levels: Each target's Hit Points increase by 5 for each spell slot level above 2.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Aid is Abjuration — the school of protection. Touch three creatures, raise their maximum and current HP by 5 for the next 8 hours. The spell is more interesting at tier 2 than at tier 1: at the moment the party is large enough that 5 HP across three targets compounds over a full adventuring day.

Class Fit

  • Bard: Bards take Aid as one of their fixed picks; the trade-off is that swapping it later requires a level-up spell-swap or a downtime retraining session. Aid reaches 30 feet, which lets the caster stay clear of the front line.
  • Cleric: Aid is the long-rest start-of-day buff for tier-2 Cleric builds. Cast in the morning, the 8-hour duration covers the standard adventuring day. Upcasting adds 5 HP per slot level above 2.
  • Druid: Land Druids gain bonus circle spells by terrain; if Aid is already on the chosen terrain list, save the manual prep slot for something else. At higher spell-slot levels Aid grows — refer to the upcast clause for the exact terms.
  • Paladin: Aid pairs with the Paladin's Aura of Vitality for sustained party HP padding. Most tier-2 Paladin builds prep Aid alongside Bless and Find Greater Steed.
  • Ranger: Rangers know a fixed list. Aid stays on the sheet for years once taken, so the pick is a long-term build decision. The 30-foot range on Aid leaves room for the caster to stay in the back line.

Tactical play (Doungim editorial)

+5 max HP to three allies for 8 hours. Cast at dawn. Best non-combat heal in the game.

Bard spellsCleric spellsDruid spellsPaladin spellsRanger spellsAbjuration schoolLevel 2

Related Spells

Frequently Asked Questions about Aid

What level spell is Aid?
In D&D 5e, Aid is classified as a level 2 spell of the Abjuration school. Available classes: Bard, Cleric, Druid, Paladin, Ranger.
What is the range of Aid?
Aid has a range of 30 feet from the caster.
How long does Aid last?
Without concentration, Aid runs for its full 8 hours duration regardless of what else the caster is doing.
What components and casting time does Aid need?
Note: the components are V, S, M. Beyond that — Material component: a strip of white cloth.
Can Aid be upcast?
Yes — Each target's Hit Points increase by 5 for each spell slot level above 2.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/aid. Point a phone camera at this code to open the Aid page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.