Aura of Vitality 5e: How it’s cast correctly

Aura of Vitality 5e Description:

You have an aura of healing energy that extends outward 30 feet. The aura of vitality 5e follows you and stays focused on you throughout the duration of the spell. One creature in the aura including yourself will gain 2D6 hit points as a bonus action of your choice.

Casting Time1 action
RangeSelf (30 ft)
Duration1 minute ©
SchoolEvocation
ClassPaladin, Cleric (Twilight Domain), Artificer (Battle Smith)
Level3
Damage/EffectHealing
Attack/SaveNone
ComponentsV

Traits of Aura of Vitality 5e:

Concentration: sure, I can focus.

Rituals: None

There are no materials needed.

The maximum number of different creatures this spell can affect is 10. There is no specified number of targets (one per round for one minute).

The d6 die type.

2 dice are present.

Zero-type energy.

Doesn’t save

No statuses were harmed.

Status: Finished no duration.

No effect from the cover.

Having no advantages.

Zero drawbacks.

What exactly is the Vitality aura?

A spell of the school of evocation, Aura of Vitality is a third-level spell. The caster can focus for up to a minute while exerting effort to cast this spell. This requires action.

 A Creature within the aura of vitality 30ft radius, including the casters themselves, can have  2d6 hit points restored to it by using a bonus action the aura is active (including on the turn the aura was cast).

For a minute, you can restore to 2d6 hit points per round. We are assuming that your concentration is unbroken or you cast a spell to end it.

For comparison, that is the same quantity of hit points recovered as the sixth level evocation spell Heal. This raises the question:

Is the Aura of Vitality overwhelming? 

In a nutshell: No

The longer response is still no because paladins are bad wizards, but let’s see what we can do.

Let’s look at some of the inherent restrictions placed on the aura of vitality which makes sure that this extremely potent spell isn’t kept a secret in 5e.

Third-Level paladin spell aura of vitality: Since paladins aren’t full casters, they progress through higher-level spell slots much more slowly than a full caster like a Wizard would. In fact, A paladin must wait until their ninth level before they can start casting this aura, whereas a wizard, cleric, or sorcerer will have access to 3rd level spells when they reach level 5.

2d6 beings to seem rather meagre In comparison to a 9th-level party’s average of 75-150 hit points per character.

That’s still a bit pretty big deal, you argue 

 Oh, I say, because it depletes one of the paladin’s Third Level spell slots which would be better spell casting revivify or simply in gauging in what paladins do best by smiting the nearest monster into the negative plane.

Aura of vitality costs a Surprisingly high amount even with spells slot. To cast the spell follow the steps down below.

  • You must take an action.
  • After that, you must take a bonus action each time you want to use it.

Also, it relies on concentration which is easily broken in the heat of Battle. Hence, there is a pretty good chance you won’t be able to get the full benefit of the spell out there.

That’s all there is to it. Aura of vitality Is a great spell that paladins cannot use until it has degraded to a spell that is only possible. Ideally, it would be in the hands of someone else. 

(Apart from paladins) who can cast an aura of vitality? 

 Paladins aren’t the best candidates for this spell, as we have already established. They have very few spells slots and are too valuable. They enter the right game too late. Big men wearing flashy plate mail aren’t the only explorers who have the ability to cast this spell, though.

Artificer (Battle smith):  

Unfortunately, this artificer subclass is also a poor choice for this spell. Only at level 2 artisans, like paladins gain access to the spell because they are also half casters.

In addition, artificers have a lot of other responsibilities, such as managing their arcane infusions, a large collection of magic items, and other lower-level spells. Although having or of vitality is nice, it isn’t anything to break about to the other gnormes. 

Bard (college of lore)

All bards have success with magical secrets which allows them to choose only the best spells from the spell lists of any other class they desire. The majority of bards don’t gain access to their magical secrets until they reach level 10. Which is too late for the aura of vitality to be extremely effective. However, bards from the college of lore have early access to their magical secrets.

By the time a lore bard reaches the sixth level and gains Aura of Vitality, they can cast 3 spells of Level 3 day. At that level of play, a 69 (nice) hit point heal could completely restore the party’s tank’s HP and bring him back from the verge of death.

There is another method to cast the spell even faster. 

Cleric (Twilight domain and optional rules)

Aura of vitality is broken on Reddit, the general response is “Chill man, it is for paladins, whose magic is terrible. It’s not as if it’s some sort of cleric spell or anything”.

The opposite is true, Reddit nerds. Aura of vitality is now a part of the cleric toolkit thanks to the Tasha’s Cauldron of everything in two different ways. Both of them mean that at level five clerics can begin using this spell twice per day. This puts it back on the list of totally “broken spells”.

Aura of vitality is the first new spell added to the twilight domain cleric’s expanded spell list for this subclass (which is fantastic in general). This is countered by a few mechanically weak subclass abilities that center on darkvision and initiative, but it’s still not bad.

And second Tasha’s Cauldron of everything( in its infinite, cunning wisdom) also includes an optional rule for extra spells that all clerics have access to. They include the aura of vitality,

As a result, any clerics Domain at the fifth level can cast or of vitality twice daily. Only if your DM permits it (perhaps because you gave them Tasha’s for their birthday, you have been playing that long con, you clever sausage). The worst suspensions of Reddit have come true.

But is that really that significant? Is it even that useful when you consider that it’s still a concentration spell that takes an action and up to 10 bonus actions over the course of a minute (for longer than any combat encounter that isn’t a world-ending boss fight has any right to be)? There doesn’t seem to be much impact from 2d6 hit points per turn.

When should I place a vitality aura?

Simply put ” avoid using this sell during combat”.  Well, you could if your party keeps getting knocked out every round. Remember, this isn’t the kind of “group revive” that mass healing word, another third-level evocation spell, is because you can only hit one creature at a time with it.

No, the aura of vitality is a spell that is used outside of combat. For a Third Level spell slot, it is extremely useful to be able to sit down and focus for 1 minute before dispersing 20d 6 worth of healing among yourself and your allies.

In Conclusion:

That’s all folks. Aura of vitality is a mediocre healing spell for paladins but by combining it with the optional cleric spells from Tasha’s Cauldron of everything or the bard’s magical secrets, You can quickly transform this Level third spell into an incredibly important combat healing ability.

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