Enlarge/Reduce — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Hey new caster, Enlarge/Reduce is a Situational level 2 transmutation spell that's a vet favorite for melee-heavy parties but a trap for blaster wizards. Enlarge doubles a creature's size (Medium to Large), multiplies weight x8, grants advantage on Strength checks/saves, and adds 1d4 extra damage (average +2.5) to weapon attacks—turning your barbarian into a battlefield dominator who grapples ogres effortlessly. Reduce halves size (Medium to Small), divides weight /8, imposes disadvantage on Strength checks/saves, and subtracts 1d4 damage (minimum 1)—perfect for neutering that hill giant boss before your party piles on. Concentration up to 1 minute means it's no Fireball, but the tactical flexibility shines in close-quarters brawls. Opportunity cost is high against Hypnotic Pattern or Spiritual Weapon, so only prep if your table loves martial synergies. RAW, it works on objects too (e.g., enlarge a door to block a hall), but RAI it's creature-focused. I've seen it clutch in 100+ sessions, but skipped 90% as a solo wizard.
| Property | Value |
|---|---|
| Level | 2 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V, S, M |
| Material | A pinch iron powder. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | CON |
| Classes | Sorcerer, Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Moderate: +2.5 avg DPR (15-25% martial boost) for 1min conc, but scales poorly solo. |
| Action Economy | Good |
| Opportunity Cost | Level 2 competes with Flaming Sphere (28 avg dmg/turn) or Suggestion (social control); pick martial tables only. |
When worth the slot: Str-dependent fights, barbarian/fighter party, dungeon crawls with grapples.
When NOT worth the slot: Open fields, caster-heavy enemies, blaster builds (prep Scorching Ray).
Why veterans know this: Boosts initiative Athletics checks (uncommon but clutch); vets track 'pre-combat utility' slots.
This avoids the mistake of: Newbies cast reactively post-turn 1, missing setup DPR.
Why veterans know this: Puzzle bypass in 50% published modules; size categories enable creative DCs.
This avoids the mistake of: Assuming creature-only; misses 20% utility.
Why veterans know this: Math: halved size = -4 effective Str mod for contests; locks down forever.
This avoids the mistake of: Forgetting size impacts grapple auto-success.
Why it's bad: No weapon attacks = zero DPR; wastes conc vs Fly/Invisibility.
Do this instead: Buff martial ally; self-cast Jump or Longstrider instead.
Why it's bad: Target stays Medium effectively, loses reach utility; full waste.
Do this instead: Scout room first or Reduce foes to fit more.
Why it's bad: Only Str/disadv/-1d4; no movement penalty RAW, underwhelms.
Do this instead: Pair with Slow (3rd) for real shutdown.
Situational—excellent melee buff/debuff in martial parties (+1d4 dmg, Str adv/disadv), poor for wizards (conc vs Hypnotic Pattern). Prep for grappler tables, skip blasters. Vets rate it B-tier overall.
Enlarge better for weapon DPR (+1d4) and grapples in combat; Enhance for pure skill checks (no conc waste). Use Enlarge martial fights, Enhance social/exploration. Verdict: Enlarge combat edge.
Yes, single-target, Twinned Spell works perfectly—Enlarge ally + Reduce foe same action for 2nd-level slot. Huge in melee parties. Metamagic tax low, DPR swing massive.
Yes, non-worn/carried objects only (e.g., enlarge cart for ramming). Creatures auto-scale gear. Dropped items normalize—creative but DM-dependent.
Yes, works fine; weight x8 Enlarge sinks ships faster, Reduce lightens for stealth swims. No air/pressure clauses. Synergizes with Water Breathing.
Sorcerer (Twin it), Bladesinger Wizard (self-Enlarge melee), or Aberrant Mind (subtle party buffs). Barbarian multiclass loves it. Skip Evoker.
Yes, Enlarge adv + potion Str 21-27 = grapple god (effective +8 mod). No overlap. Prep for bosses.
Yes, up to 1 min—maintain or lose. Competes hard; drop for Counterspell priority.
Citations: api:spells/enlarge-reduce
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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