D&D: Five Spells That Make You The Center Of The Party

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Sometimes you just want to be in the middle of everything. And these five spells give you the perfect reason to do just that.

If you want to be the center of your party, there are a few ways to go about doing it. You could make a compelling character that is a natural leader. You could be an emotional anchor that the other party members can rally around. Or, you could cast a spell that benefits the party as long as they all stay centered around you.

It’s aura farming, literally, and yes, this whole article was a premise so I could say that. But these five aura spells are actually really handy if you can take them; they can level up your whole party without actually leveling up.

Aura of Vitality

One of the stronger healing spells out there is the Aura of Vitality. It’s a great reason for the whole party to center themselves around you, because when they do, they get free healing. That’s right. At the start of each of your turns (and when you create the aura), you can heal anyone within a 30-foot radius of you for 2d6 HP. And that’s without an action, so you can keep doing whatever else you want.

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Circle of Power

Meanwhile, for the more defensively minded out there, there’s the Circle of Power. This is another good reason to be the center of the party. In fact, it’s one of the few spells that can make grouping together actually good instead of just making it easier for you all to get fireballed.

Because sure, the party might all be able to get caught in the magical area of effect, but with a Circle of Power going, you and your allies within 30 feet of you have Advantage on saving throws against magical effects and spells. But wait, there’s more. If you succeed on a save while within the aura? You take no damage if you would take half.

Crusader’s Mantle

Or if you’re more offensively minded, one of my favorite spells is Crusader’s Mantle. This is a rare Paladin-only spell. And it is a group damage buffing aura, which is arguably one of the best reasons to be the center of the party. Everyone in it gets to do an extra 1d4 damage on any attack with a weapon (even a ranged one) or unarmed strike.

Pass Without Trace

Pass Without Trace is another big reason for the party to stick together. This will make you the center of the party even in noncombat situations. Because if the party stays within 30 feet of you they gain a +10 bonus to Stealth Checks and can’t be tracked without magical means. We love it.

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Holy Aura

Finally, an Aura spell that can win the fight for you if the party makes you the center of attention. While within your Holy Aura, you and all your allies have Advantage on all saves, enemies attacking them have Disadvantage on attack rolls, and it’s even worse if that enemy is a Fiend or Undead creature. It can trivialize a fight, or make an impossible one a lot easier to deal with.

Now get out there and be the center of your party’s universe!


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  • Source: Bell of Lost Souls