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    Quick Answer

    Faerie Fire is a 1st-level evocation spell for Bards and Druids. Every creature in a 20-foot cube within 60 feet makes a Dexterity save. Those that fail glow for up to 1 minute (concentration). Attack rolls against a glowing creature have advantage if the attacker can see it, and it can't benefit from being invisible.

    Overview

    Faerie Fire is a 1st-level evocation spell that outlines objects and creatures in colored light. Bards and Druids can cast it from 1st level. It needs only a verbal component, so you can cast it with your hands full.

    The spell does no damage. Its value is advantage. Every ally who can see an outlined creature attacks it with advantage, for as long as you keep concentration. On a typical attack that hits 55% of the time, advantage raises the hit chance to about 80% and almost doubles the chance of a critical hit.

    It is also one of the cheapest answers to invisible enemies. An outlined creature can't benefit from being invisible, and the glow makes it easy to track.

    The weak points are the Dexterity save, which nimble enemies pass often, and concentration. It is at its best early in a fight against a group, with a party that makes a lot of attack rolls.

    Stat Block

    PropertyValue
    Level1
    SchoolEvocation
    Casting Time1 action
    Range60 feet
    ComponentsV
    MaterialNone
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackDEX
    ClassesBard, Druid

    When NOT to Use This

    • •Your party relies on saving-throw spells rather than attack rolls. Advantage does nothing for a save.
    • •The enemies have high Dexterity saves. Most of them will shrug it off.
    • •You need your concentration for a stronger spell, such as Hold Person or Spirit Guardians.
    • •Allies are inside the cube. The spell outlines any creature in the area that fails the save, friend or foe.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood. A 1st-level slot can affect a whole group for up to 10 rounds.
    Action EconomyOne action that improves every ally's attacks for the rest of the fight.
    Opportunity CostConcentration, which also holds your other control spells.

    When worth the slot: A group of enemies in a 20-foot cube, a party with several attackers, or any invisible enemy.

    When NOT worth the slot: One evasive target with a high Dexterity save, or a party of save-based casters.

    The spell gains nothing from a higher-level slot. Always cast it at 1st level.

    Pro Tips

    Tip #1: Cast it before your party's attackers act.

    Why it works: The outline lasts until your concentration ends, but the first round matters most. Cast it early in the round so the fighters and rogues who act after you get advantage right away.

    This avoids the mistake of: Casting it after everyone has already attacked this round.

    Tip #2: Use it to trigger Sneak Attack.

    Why it works: A rogue gets Sneak Attack when it hits with advantage using a finesse or ranged weapon. Faerie Fire gives advantage to every attack against the outlined target.

    This avoids the mistake of: Leaving the rogue to hunt for flanking positions or hiding spots every turn.

    Tip #3: Answer invisibility with it.

    Why it works: An outlined creature can't benefit from being invisible. Attacks against it are not made at disadvantage, and with Faerie Fire they gain advantage instead.

    This avoids the mistake of: Spending a higher slot on See Invisibility when a 1st-level slot would do.

    Tip #4: Cast it with your hands full.

    Why it works: Faerie Fire has only a verbal component. A grappled or restrained caster with no free hands can still cast it, as long as they can speak.

    This avoids the mistake of: Assuming every spell needs a hand free.

    Common Mistakes to Avoid

    Thinking creatures that enter the cube later are affected

    Why it's bad: The save happens only for creatures in the area when you cast the spell. The cube does not keep catching new creatures.

    Do this instead: Cast it when the enemies are already grouped.

    Forgetting the "if the attacker can see it" condition

    Why it's bad: Advantage only applies when the attacker can see the target. A blinded attacker gets nothing from the glow. Neither does one who can't see the target for another reason, such as the target standing inside magical darkness.

    Do this instead: Keep the outlined creature where your party can see it. The glow sheds dim light in a 10-foot radius, which helps in normal darkness.

    Casting it into a Darkness spell

    Why it's bad: If a Darkness spell's area overlaps light created by a spell of 2nd level or lower, that spell is dispelled. Faerie Fire is 1st level, so it ends.

    Do this instead: Use Faerie Fire away from magical darkness, or dispel the darkness first.

    Treating it as a damage boost for spells

    Why it's bad: Advantage helps attack rolls, including spell attacks, but not saving throws. Fireball and Hold Person gain nothing.

    Do this instead: Pair it with weapon attackers and spell-attack casters.

    Usage Tips

    • •Worked example: A 3rd-level Druid with 16 Wisdom has a spell save DC of 13. Four goblins (Dexterity +2) need an 11 or higher to succeed, so each fails 50% of the time. On average two of the four are outlined.
    • •What the advantage is worth: A fighter with +5 to hit against AC 15 needs a 10, a 55% chance. With advantage, the chance of missing both rolls is 0.45 × 0.45, so the hit chance becomes about 80%. The chance of a critical hit goes from 5% to about 9.75%.
    • •Slow targets fail more: An ogre (Dexterity −1) against the same DC 13 needs a 14 and fails 65% of the time.
    • •See how invisibility normally works in the invisible condition guide. The concentration rules explain what can end the spell early.
    • •Roll the save results for a group with the dice roller.
    • •Related guides: Darkness, which can dispel it, Hold Person, which competes for the same concentration, and Spiritual Weapon, whose attacks benefit. Browse the full spell guide index.

    Rules Notes

    • •The area is a 20-foot cube you place within 60 feet.
    • •Every object in the cube is outlined. Each creature in the cube is outlined only if it fails a Dexterity save.
    • •Outlined objects and creatures shed dim light in a 10-foot radius.
    • •Any attack roll against an outlined creature or object has advantage if the attacker can see it.
    • •An outlined creature can't benefit from being invisible.
    • •It requires concentration for up to 1 minute. There is no repeat save to end it.
    • •It has no higher-level effect.

    Synergies

    • •Rogues: Advantage turns on Sneak Attack every turn.
    • •Paladins and other crit-hunters: Advantage nearly doubles the chance of a critical hit, and Divine Smite dice double on a crit.
    • •Spell-attack casters: Eldritch Blast, Fire Bolt, and Guiding Bolt are attack rolls, so they gain advantage too.
    • •Groups of archers: Ranged attackers benefit as much as melee ones.

    Anti-Patterns

    • •Casting it on one dodgy enemy with a +5 or better Dexterity save.
    • •Holding concentration on Faerie Fire after the outlined enemies are dead.
    • •Dropping Hold Person or another stronger effect to cast it.

    Tactical Modules

    • •Ambush opener: Outline the enemy front line so your whole party starts with advantage.
    • •Invisible threat: Catch an invisible creature in the cube. Even a guess at its position can work, since you only need it inside the area.
    • •Boss support: One outlined boss gives every party attack advantage for the rest of the fight.

    Countermeasures

    • •Threat: Enemies with strong Dexterity saves. Response: Use a spell with a different save. Fallback: Use the Help action for advantage on one attack.
    • •Threat: Enemy casters with Darkness. Response: Fight outside the dark area. Fallback: Dispel the darkness with Dispel Magic.
    • •Threat: Enemies attack you to break concentration. Response: Stay behind your front line. Fallback: Recast if the enemies are still grouped.

    Faerie Fire in the 2024 Rules

    The 2024 Player's Handbook keeps Faerie Fire almost unchanged. It is still a 1st-level evocation spell for Bards and Druids, with a 20-foot cube, a Dexterity save, verbal component only, and concentration up to 1 minute.

    The wording now uses the 2024 conditions. Outlined creatures can't benefit from the Invisible condition, and attack rolls against them have advantage if the attacker can see them. The 2024 Darkness spell still dispels it if the areas overlap.

    In the 2024 rules, characters of the drow elf lineage learn Faerie Fire at character level 3. They always have it prepared and can cast it once per long rest without a spell slot. The 2024 Starry Wisp cantrip, for Bards and Druids, does something similar for one target: on a hit, the target can't benefit from the Invisible condition until the end of your next turn.

    Frequently Asked Questions

    What does Faerie Fire do in 5e?

    Faerie Fire outlines every creature in a 20-foot cube that fails a Dexterity save. For up to 1 minute, attack rolls against those creatures have advantage if the attacker can see them. The creatures shed dim light and can't benefit from being invisible.

    Does Faerie Fire work on invisible creatures in 5e?

    Yes. If an invisible creature is in the cube and fails its save, it can't benefit from being invisible while the spell lasts. You only need to place the cube where it is, not see it.

    Does Faerie Fire require concentration in 5e?

    Yes. It lasts up to 1 minute with concentration. Taking damage forces a Constitution save to keep it, and casting another concentration spell ends it.

    Does Faerie Fire give advantage to ranged attacks in 5e?

    Yes. It gives advantage to any attack roll against an outlined creature, melee or ranged, as long as the attacker can see the target. Spell attacks count too.

    Does Faerie Fire work with Sneak Attack in 5e?

    Yes. Sneak Attack needs advantage on the attack roll, and Faerie Fire gives advantage on attacks against outlined targets. The rogue still needs a finesse or ranged weapon.

    How big is Faerie Fire in 5e?

    The area is a 20-foot cube, which covers 16 squares on a 5-foot grid. You can place it anywhere within 60 feet.

    Can Faerie Fire be upcast in 5e?

    No. Faerie Fire has no higher-level effect, so a higher slot gives no extra area, targets, or duration.

    Is Faerie Fire good in 5e?

    Yes, for parties that make a lot of attack rolls. One 1st-level slot can give the whole party advantage against several enemies for the fight. It is weaker against enemies with high Dexterity saves.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

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