Aid vs Heroes' Feast
Two concentration-free buffs of very different scale.
Aid
- Level
- 2
- School
- Abjuration
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S, M
- Duration
- 8 Hours
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Cleric, Druid, Paladin, Ranger
Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Full entry →Heroes' Feast
- Level
- 6
- School
- Conjuration
- Casting Time
- 10 Minutes
- Range
- Self
- Components
- V, S, M
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Cleric, Druid
You conjure a feast that appears on a surface in an unoccupied 10- foot Cube next to you. The feast takes 1 Hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistanc
Full entry →Which one should you pick?
- Pick Aid: Pick Aid (level 2) at the start of every adventuring day — +5 max HP to three allies for 8 hours.
- Pick Heroes' Feast: Pick Heroes' Feast (level 6) when stakes spike: +2d10 HP, frightened/poison immunity, +Wisdom save bonus.
- Tiebreaker: Heroes' Feast needs a one-hour prep and a 1,000-gp gem bowl, so save it for the dragon's door.