Fear

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become <a href="/rules/conditions/frightened-condition-5e/">frightened</a> for the duration. While <a href="/rules/conditions/frightened-condition-5e/">frightened</a> by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

At a Glance

Level
3rd
School
Illusion
Casting Time
1 action
Range
Self (30-foot cone)
Duration
Concentration, up to 1 minute
Concentration
Yes

How Fear Works

Casting Time1 action
RangeSelf (30-foot cone)
ComponentsV, S, M (a white feather or the heart of a hen)
DurationConcentration, up to 1 minuteCONCENTRATION
Saving ThrowWisdom

Common Mistakes

Common Mistake
Forgetting <a href="/rules/conditions/frightened-condition-5e/">frightened</a> creatures drop what they're holding
Common Mistake
Not enforcing that creatures must use Dash to flee
Common Mistake
Allowing saves too easily - creature must end turn without line of sight to you
Common Mistake
Thinking creatures can attack while fleeing - they must use Dash action

DM Tips

DM Tip
Can completely scatter enemy formations
DM Tip
Dropping held items can disarm dangerous foes
DM Tip
Enemies fleeing can trigger opportunity attacks from the party
DM Tip
Consider the environment - creatures may flee into hazards

Frequently Asked Questions

Sources & Further Reading