Today we’re looking at a spell that is bound to make the rest of your party pretty happy to have you around. Whether used in combat or in social situations, this is a spell that can really save you in a pinch. Of course I’m talking about…
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bless is a helpful spell that really makes you feel like a team player. Your allies will never complain about getting Blessed. This is a very simple spell that works really well especially at low levels. Early on even a stirge can kill you (trust me I nearly killed a player with a handful of them), so it helps to have a consistent way of hitting more often and have more success chances against enemy abilities that require a save; especially early on when people fail those low enemy DCs of 10 or 11. And seeing as you can target 3 people with a single level 1 spell slot, on average you may never need to cast this past third level; what with the average group size in any given game.
Tips & Tricks
Bless is the team player spell for a few reasons. If your team has a caster that can’t seem to hit any of their ranged spell attacks, Bless em. If your enemy has decently high AC for your level, Bless em. You want your allies to have the best chance at hitting the enemies, which in turn makes them feel happy and grateful even if they get only one or two successful Bless usages.
One of the best ways to use Bless is when dealing with an enemy casters and abilities. Enemy casters realistically and usually only have a spell save DC of about 12 or 13, on a spectrum of 1-20 that is slightly above average. So if your allies roll, apply their modifier and come out to a total of anywhere between 8-11, a d4 added on top of that can make quite literally all the difference. So save your unlucky allies and give them a second chance at life and half that fireball damage. This also applies specifically to enemy abilities that force you to make a save. If you go anywhere near poisonous, undead, ghosts, banshees, ghouls, or any other horror filled enemies, be sure to prepare undead; this will give your allies the best chance at not instantly dying.
Lastly, death saves. Death saves have no modifiers attached to them, blessing your team means that if they go down, they have a waaaay better chance of getting back up. You are literally adding a minimum of +1 to their death saves, that means that now a 9 and up is considered a successful save; I like those odds. Combine bless with any nearby paladin and watch your successful saves skyrocket.
Since bless already doesn’t really look like anything you can make it look like whatever you like but that also makes it hard to think up a lot of different flavors. If you’re an artificer or techy themed character you can reflavor this spell to be communication devices. This can always make your character a tactician God as they communicate through them screaming out last minute warnings and orders like; “watch out!” Add a 1d4 to that save. Or “Attack now!” Add a 1d4 to that attack roll. Have fun and consider yourself #blessed.
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