Aid 5e - D&D 5th Edition Spell Book

Aid 5e DnD Spell
Aid 5e Image

Aid 5e Spell Effects

2nd-level abjuration


Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny strip of white cloth)

Duration: 8 hours


Your spell bolsters your allies with toughness and resolve. 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. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.


All information about Aid 5e comes from the DnD Player's Handbook.

Aid 5e

Classes That Can Cast Aid 5e

The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:


Aid Spell Effectiveness

Temporary Healing 2nd Level Spell 3rd Level Spell 4th Level Spell 5th Level Spell 6th Level Spell 7th Level Spell 8th Level Spell 9th Level Spell
Healing Per Target 5 10 15 20 25 30 35 40
Total Healing Value 15 30 45 60 75 90 105 120

Healing Value

Note that since Aid 5e benefits up to three targets in spell range, the total healing/ temporary hit points provided can be significant. If the spell is cast upon a single target, it may not be very useful. However, for an adventuring party, Aid's effect can be dramatic, especially at higher spell levels.


Aid Usefulness

Aid 5e is an area of effect healing/ temporary hit point spell. Players should use Aid in the following circumstances:

  • When there are at least 3 allies in spell range who can benefit from its effects, to maximize the healing/ hit point value.
  • Preferably, before battle begins. Since the spell lasts for 8 hours, it can be cast at the start of an adventuring day. Then actions can be used during combat on other high-priority spells.
  • Against enemies who deal high amounts of damage. Being able to heal is a reactive approach to combat, whereas Aid 5e proactively increases hit points in anticipation of difficult battles.





Combine Aid 5e with the Following Spells

If you're trying to optimize your character, it's worth taking time to learn other spells, feats, and effects in D&D 5e that can turn the odds in your favor. Try combining Aid 5e with some of the following effects.

  • Bless 5e: in addition to other spell effects, bless gives targets a +1d4 bonus to saving throws. The extra chances of avoiding damage and debilitating effects are very valuable to a target who already has additional hit points.
  • Cure Wounds 5e: extra hit points have value whether you gain them before a battle, or during. Cure wounds is an excellent way to keep allies alive, and can be intimidating to face when the target is already benefitting from aid. 
  • Haste 5e: targets with haste have double movement speed, +2AC, and advantage on their Dexterity saving throws. A target with haste not only becomes harder to hit, but they're also able to easily run away from danger. Combined with the additional hit points from Aid, they become quite difficult to defeat.
  • Mage Armor 5e: similar to haste, mage armor provides additional AC for the target, bringing their base AC up from 10 to 13.


Aid 5e Counters

Since Aid 5e can be cast before battle even begins, there aren't exactly hardcore "counters" specifically against the spell (such as Silence 5e, which is normally a bane to all spell casters). However, in general, since the extra hit points from aid 5e are spread out to three targets, you may want to be cautious of fighting enemies with area of effect attacks, such as Acid Splash 5e.


Aid-Type Spells in Eternity TTRPG

Eternity TTRPG also has its own indie TTRPG by the same name: the Eternity TTRPG Game System. The game allows for multiple game masters, and provides a way even for game masters to still roleplay characters of their own during your RPG campaign.


Though Eternity TTRPG is entirely its own separate RPG system from D&D 5e, there are some similarities. Check out how a spell similar to aid 5e works in Eternity TTRPG, below.

Summoner Class Icon

Summoner - Core Class Spell

Aeon (Magic): this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.

Up to 3 allies in 4Range, heal +1HP. This

Spell allows affected targets to heal 1HP above their normal max HP. This effect also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).

  • (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
  • (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
  • (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).


All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

Summoner - Core Class Spell

Aeon (Magic): this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.

Up to 3 allies in 4Range, heal +1HP. This Spell allows affected targets to heal 1HP above their

normal max HP. This effect also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).

  • (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
  • (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
  • (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).


All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

Summoner - Core Class Spell

Aeon (Magic): this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same Battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.

Up to 3 allies in 4Range, heal +1HP. This Spell allows affected targets to heal 1HP above their normal max HP. This effect

also Fatigues affected targets, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).

  • (Summoning) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
  • (Mystic Infusion) +2HP. This effect also Fatigues affected targets, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
  • (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).


All healing spells in Eternity TTRPG allow characters to "over-heal" their targets, by at least 1HP. So, in that sense, all healing spells in Eternity TTRPG are similar to aid 5e. However, Aeon from the summoner class is one of the only spells in the game that allows for area of effect, or multi-target healing. With a Critical, Aeon can provide substantial healing value, reach much further than normal, or also increase the caster's initiative value for a short time.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
One-Shot Wonders holiday adventure pack blog image
By Jacob Tegtman December 15, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=4kh5bY2opoA Transcription The holidays just got more magical… and a little chaotic! Today we’re unwrapping the brand-new One-Shot Wonders: Holiday Adventure Pack on D&D Beyond, perfect for your next winter game night — whether you’re running one session or surprising your group with some festive mayhem! This pack delivers not just one, but five holiday themed adventures that you can run in about 3 hours each — from silly toy factory break-ins to battling puddling gremlins and more!” So what exactly is in this Holiday Adventure Pack? The pack includes five standalone adventures, each designed for a specific level range, from early Level 1–2 play all the way up to Level 11–12. Each adventure is built to be completed in a single three-hour session, with minimal prep required and optional guidance for scaling difficulty up or down depending on your party. Included are also five fully illustrated battlemaps, featuring festive locations like a toy factory, an ice castle, and a grand holiday banquet hall. These maps are compatible with D&D Beyond’s Maps VTT, making them easy to drop into both in-person and online games. Additionally, you can have fun with three brand-new monsters: the Great Fir Drake, Pudding Gremlins, and the Snow Sphinx. Sometimes I feel these kind of holiday-themed monsters add charm to end-of-year games, and other times, I think it’s a bit of stretch to add them because they can feel a bit gimmick-y. But these ones, I like. Each creature comes with full stat blocks, original art, and lore, giving DMs memorable seasonal threats that still feel mechanically distinct and interesting to run. One thing I really like are the four new playable species, including a Frosty-inspired Snowborn, a humanoid reindeer known as the Tarandus, the tree-like Hederan, and the fox-folk Canisar. These species are fully integrated into D&D Beyond’s character builder, making them easy to use for one-shots or even longer campaigns. The reindeer-people kind of freak me out a bit, but I’d play a snowborn. Rounding things out are twelve new magic items inspired by the Twelve Days of Christmas. These items lean into festive flavor while still offering practical in-game utility, making them fun rewards that won’t feel out of place at the table. If you’re like – well – most of us, getting everyone together during the holidays is tricky. That makes one-shots like these a pretty decent solution — fast, fun, and filled with seasonal character. And, often chaos! At $14.99 for the whole pack, it’s only about $3 per ready-to-run adventure , and that includes a lot of bonuses with the special holiday races, monsters, and 12-days of Christmas items. Overall, not a bad value for some D&D holiday cheer. So there you have it — a festive, fun, and flexible way to bring your group together this winter. Whether you’re gifting this pack to your DM or grabbing it to run your own seasonal session, the Holiday Adventure Pack on D&D Beyond is a great way to keep your table rolling into the new year. I’ve got a link to D&D Beyond in the video description for you, below, in case you want to pick it up! That’s it for today! Hit LIKE if you want more holiday game ideas, SUBSCRIBE for D&D news and tools, and let me know in the comments — which adventure would you run first?
Logo for
By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
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