Aura of Vitality is a 3rd-level supportive spell available in the Cleric, Druid, and Paladin spell lists.
Aura of Vitality is the big brother to lower-level spells like Healing Word or Cure Wounds. Its significant AoE healing effect greatly assists it.
The Player’s Handbook description says the following:
Contents
Aura of Vitality 5e
1st-level Evocation
Casting Time: 1 action
Range: Self (30-feet radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from your body in an aura with a 30-foot radius. Until the spell ends, the aura will move with you, centered on you.
You can choose to use a bonus action to cause one creature in the aura (including you) in order to regain 2d6 hits points.
Which Classes Can Pick Aura of Vitality?
Traditional classes like the Paladin, Cleric, and Druid can unlock and use Aura of Vitality. However, the levels needed to cast the spell differ.
The Cleric and Druid can cast it at level 1, while the Paladin can cast it at level 2. It isn’t a big difference, but having it earlier is more convenient than later.
Subclasses like the Battle Smith (Artificer) and Twilight Domain (Cleric) also unlock Aura of Vitality for free.
The Battle Smith (Artificer) obtains the spell at level 9, while the Twilight Domain (Cleric) obtains it at level 5.
Is Aura of Vitality Good in 5e?
Aura of Vitality is mediocre at best. It is influenced by the fact that it doesn’t use the caster’s spellcasting ability, it’s a concentration spell, and it cannot be upscaled.
Advantages – Aura of Vitality
Only One Component (Verbal)
A spell with one component rather than two or three helps a caster cast their spell easily.
Players need only speak loudly and clearly for a Verbal spell to be cast.
Materials can be expensive and rare, while conditions and spells (Silence) can easily counter Somatic components.
Note: If you are bound, you can still cast a Verbal spell. Just make sure that you aren’t silenced or unable to speak.
Good Range of Influence
Casting Aura of Vitality creates a 30-foot radius of influence.
That is extensive if you think about it, especially if your whole party is huddled together. It also means you don’t have to touch your allies to heal them, unlike the Cure Wounds spell.
Bonus Action
Casting Aura of Vitality makes its aura last for up to 1 minute. However, when you want to heal an ally, you’ll have to use a bonus action while the spell is still active.
Therefore, when it’s your turn, you can choose to cast another spell (that doesn’t use a bonus action and isn’t a concentration spell) and heal your allies.
Depending on your role in the party, you can choose to heal or buff allies, deal damage, or cast a utility spell. It gives players more freedom than a spell using only an action.
Disadvantages – Aura of Vitality
Concentration Spell
Players should understand that one thing enemies hate is a healer. If your abilities draw out a battle or restore HP, you’ll immediately become a target.
Unfortunately, if you’re hit at any stage, your healing aura will stop, and your bonus action will become useless.
Setting up a strong frontline and covering yourself with buffs and offensive or defensive spells can stop enemies from easily getting to you.
How Should I Use Aura of Vitality?
Out of Combat
Keeping a healing spell up is extremely important for a party. Whether during a battle or after one, effectively healing your party will increase their chances of survival.
However, since Aura of Vitality is a Concentration spell. I urge you to use it out of combat. This way, the spell is used fully without you worrying about it being canceled.
Healing Constructs and Undead
Many healing or supportive spells like Spare The Dying, Healing Word, Cure Wounds, and Mass Healing Word can’t heal the undead or constructs.
Players can use a spell to create an army of constructs or undead, like Raise Dead. Will benefit from the healing Aura of Vitality can give them.
Note: Keeping an undead army alive can turn the whole tide of battle, as numbers can make a difference in D&D.
If You Don’t Have Better Concentration Spells
Even though Concentration spells have their problems, they can be useful if you want to support your team.
If you don’t have a Concentration spell prepared, simply preparing something like Aura of Vitality could come in handy.
Maybe you don’t want to use your instantaneous spells after a battle. That leaves you with your Concentration spell, which functions better out of combat and doesn’t have terrible healing.
Note: Having more healing than you think you’ll need isn’t a bad thing. Remember, the DM could throw something horrible at you!
Life Domain (Cleric) Bonus
If you pair Aura of Vitality with the Disciple of Life trait that Life Domain Clerics receive, your healing can increase exponentially.
Since Aura of Vitality is a 3rd-level spell, if you target a creature with it, they gain additional hit points equal to 2 + the spell’s level.
That gives an extra 5 HP every time you heal someone. Since the spell lasts 1 minute, you can heal a total of 50 additional HP. Enough to fully heal almost any low-level party after a battle.
Are There Similar Spells Available?
Clerics have access to a wide variety of healing or supportive spells.
Two 1st-level spells can easily be picked up by a Cleric and even used later in the game due to their upscaling.
Cure Wounds and Healing Word are great low-level alternatives to Aura of Vitality.
Note: Clerics focusing on healing should increase their spellcasting ability as both these spells also scale with it.
Final Thoughts
Aura of Vitality is one of those spells that are useful in the early game but fall off quickly.
Even though its healing is quite good in the early game, players should see it only as a substitute.
When reaching level 5, Clerics will unlock Mass Healing Word, and players should say goodbye to Aura of Vitality.
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[…] Aura of Vitality is probably one of the most efficient spells to use after a battle or when an entire party’s HP has been drained. It even heals more than Healing Spirit! […]