The Enhance Ability 5E Spell has many benefits. First, the spell can be cast on any creature to improve its capability in a certain area. For example, if you wanted to make your friend better at dodging attacks, you would use the spell on them and they will get an increase in Dexterity for 1 hour (10 minutes per level). The other benefit is that this spell does not need concentration as most spells do; it lasts until it is dispelled or otherwise ended.
Enhance Ability 5E
What is an Ability 5E Spell
“An Ability 5E Spell is a spell that can be cast by any class with the ability to cast spells. The only requirement for an Ability 5E Spell is that it must have been developed from a feat in one of the following books: Player’s Handbook, Dungeon Master’s Guide, Monster Manual, or Unearthed Arcana.”
“Ability 5E Spells are not commonly used because they require a feat slot and typically fall into the higher-level spell slots. These spells also do not scale up automatically when you raise your character level.”
“The main advantage to using an Ability 5E Spell is its versatility. It can be cast by any class and does not need additional materials like components or reagents. The spell is not as powerful as a spell that is restricted and it does not require concentration to maintain like many standard spells.”
“An example of an Ability 5E Spell would be Enhance Ability. This spell can be used on any creature and the effects last until the end of combat or for 1 hour (10 minutes per caster level).”
Enhance Ability Feats/Spells
Knowledge Domain – Divine Insight :
You cast enhance ability on yourself, one use.
– Cleric Level 2, Knowledge Domain Power:
You have an insight into battle beyond mere aptitude at arms—you see openings where others don’t, and with a hard-fought victory you can shake off all injuries in a few moments. If you drop to 0 hit points or fewer you can cast enhance ability on yourself.
– Cleric Level 6, Knowledge Domain Power:
Once during the next 10 minutes, when you are reduced to 0 hp or lower, you can regain health as if under the effect of a heal spell. You can then immediately stand up (if prone) and recover 1 use of channel divinity.
– Cleric Level 12, Knowledge Domain Power:
When you are at 0 hit points or less after rolling initiative but before your turn begins, you can spend an action to roll death saving throw with advantage. On a successful save, you regain 9 hit points and gain 1 use of channel divinity. You then begins at initiative count 10, with a number of hit points equal to your cleric level.
Mastery of Self :
You can cast Enhance Ability on yourself 1/day for each spell slot you have open. The effects stack.
Power Word Heal :
Restore 8d8+30 hitpoints to a target creature. If used in combat, it requires both hands and has a 50% chance of being expended if not enough mana is available to cast it. In addition, 1 mana point is required per minute this spell remains active to keep from losing the spell effect early.
– Druid Level 1, Power Word Heal Spell:
You call upon nature’s blessing to heal a wounded ally’s flesh and soothe her pain away. With a touch, you channel the power of the forest to remove a single condition affecting the touched creature.
– Druid Level 2, Power Word Heal Spell:
You call upon nature’s blessing to heal a wounded ally’s flesh and soothe her pain away. With a touch, you channel the power of the forest to remove 1 affliction from the touched creature.
– Druid Level 4, Power Word Heal Spell:
You call upon nature’s blessing to heal a wounded ally’s flesh and soothe her pain away. With a touch, you channel the power of the forest to remove 1 condition and 1 affliction from the touched creature.
– Druid Level 5, Power Word Heal Spell:
You call upon nature’s blessing to cure up to 3 conditions and 2 afflictions from a single creature. You can use this ability once per minute (10 rounds).
– Druid Level 7, Power Word Heal Spell:
As above, but with an unlimited number of applications as long as you can continue to pay the mana cost.
– Druid 9, Power Word Heal Spell:
As above, but with an unlimited number of applications.
– Druid 10, Power Word Heal Spell:
You call upon the natural power of your deity to cast a powerful, divine word that can instantly heal one creature and remove all afflictions and conditions from it.
Power Word Kill :
Deals 1d8+5 negative damage to a target creature or object. Targets with 100 hitpoints or less are instantly slain by this attack. This spell requires both hands and cannot be used in combat without mana backing it up. In addition, if the caster is not capable of casting 9th level spells they will lose control over the spell at 50% mana cost and may end up killing themselves instead if they lack sufficient health.
– Druid Level 3, Power Word Kill Spell:
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 hit points or more is unaffected by this spell. This spell requires both hands and cannot be used in combat without mana backing it up. In addition, if the caster is not capable of casting 9th level spells they will lose control over the spell at 50% mana cost and may end up killing themselves instead if they lack sufficient health.
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A spell that can be cast by anyone is the Ability 5E Spell. The ability to cast this spell comes from being able to read, write, speak and understand English. This means there are no material requirements for casting this spell – just your ability to use these four skills!
You might want to try out this spell if you have a lot of work-related tasks or chores on your list but don’t know how you’re going to get them all done in time. It could also come in handy when trying to finish up some last-minute shopping before Christmas arrives!