Haste
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
At a Glance
Level
3rd
School
Transmutation
Casting Time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Concentration
Yes
How Haste Works
| Casting Time | 1 action |
|---|---|
| Range | 30 feet |
| Components | V, S, M (a shaving of licorice root) |
| Duration | Concentration, up to 1 minuteCONCENTRATION |
Available to:
SorcererWizard
Common Mistakes
Common Mistake
Allowing the extra action to be used for spells or full Attack actions - it's one weapon attack only
Common Mistake
Forgetting the lethargy penalty when the spell ends (no movement or actions until after next turn)
Common Mistake
Not applying the +2 AC bonus
Common Mistake
Thinking the doubled speed applies to all movement modes - it does, including fly/swim speeds if any
DM Tips
DM Tip
This spell is incredibly powerful for martial characters in combat
DM Tip
Track concentration carefully - losing it means the target is stunned for a round
DM Tip
The lethargy effect can be devastating if concentration breaks at a critical moment
DM Tip
Consider the dramatic description of supernatural speed and then sudden exhaustion
Sources & Further Reading
- Haste — D&D 5e Wikidot — Full SRD text
- Haste — Roll20 Compendium — Structured reference
- Haste — D&D Beyond — Official digital reference