Quick Answer
Haste is a 3rd-level transmutation spell for Sorcerers and Wizards. One willing creature within 30 feet gets doubled speed, +2 AC, advantage on Dexterity saves, and an extra action each turn that can only Attack (one weapon attack), Dash, Disengage, Hide, or Use an Object. It lasts up to 1 minute with concentration. When it ends, the target can't move or take actions until after its next turn.
Overview
Haste is a 3rd-level transmutation spell that speeds up one willing creature. Sorcerers and Wizards can cast it from 5th level. In the 2014 rules, Circle of the Land druids who choose grassland also get it at druid level 5.
The target gets four things at once: double speed, +2 to AC, advantage on Dexterity saves, and a limited extra action every turn. On a fighter or other weapon user, that extra action is one more weapon attack each round. On anyone, it is extra movement through Dash or a free Disengage.
The price is the drop-off. When Haste ends for any reason, including your concentration breaking, the target loses its next turn to lethargy. If the spell ends after only a round or two, the party can end up worse off than if you had cast nothing. Haste rewards a caster who can keep concentration and a fight that will last several rounds.
Stat Block
| Property | Value |
|---|
| Level | 3 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V, S, M |
| Material | A shaving of licorice root. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •The fight will be over in a round or two. The lethargy turn can cost more than Haste gained.
- •You are likely to lose concentration. You are in melee, or enemies are focusing on you.
- •A group of enemies is clustered. Fireball, Hypnotic Pattern, or another area spell may do more with the same slot.
- •The target is a caster who wants to cast more spells. The extra action can't be used to cast a spell.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Good in long fights with a strong weapon user. Poor in short fights. |
| Action Economy | Your action buys up to 10 extra limited actions for an ally. |
| Opportunity Cost | Your concentration, and a lost turn for the target when it ends. |
When worth the slot: A long fight, a front-line weapon user with big hits, and a caster who can stay safe.
When NOT worth the slot: Short fights, fights where you will take a lot of damage, or parties without strong weapon attackers.
Haste gains nothing from a higher-level slot.
Pro Tips
Tip #1: Put it on the character with the biggest single weapon attack.
Why it works: The extra action allows only one weapon attack, even for a character with Extra Attack. The more damage one attack deals, the more the spell is worth.
This avoids the mistake of: Hasting a character whose damage comes from spells or once-per-turn features.
Tip #2: Remember it is also a defensive spell.
Why it works: +2 AC and advantage on Dexterity saves protect the target all fight. Against an enemy with +5 to hit, AC 18 is hit 40% of the time and AC 20 is hit 30% of the time. That is a quarter fewer hits.
This avoids the mistake of: Judging Haste only by its extra attack.
Tip #3: Stay out of reach while concentrating.
Why it works: If your concentration breaks, the hasted ally loses its next turn. Every point of damage you avoid protects the ally too.
This avoids the mistake of: Hasting the fighter and then standing next to the enemy.
Tip #4: Use Disengage or Dash for repositioning.
Why it works: With doubled speed and a free Disengage, a hasted character can reach any target on the field and leave without provoking opportunity attacks.
This avoids the mistake of: Using the extra action for an attack when moving would do more.
Common Mistakes to Avoid
Using the extra action to cast a spell
Why it's bad: The extra action is limited to Attack (one weapon attack), Dash, Disengage, Hide, or Use an Object. Casting a spell, Dodge, Help, and Ready are not on that list.
Do this instead: Haste a weapon user, not a caster who wants to cast twice.
Making two attacks with the extra action
Why it's bad: Haste's own text limits its extra action to "one weapon attack only," so Extra Attack does not add more attacks to it.
Do this instead: Count one extra attack per turn.
Expecting extra Sneak Attack damage
Why it's bad: Sneak Attack works once per turn. The Haste attack happens on the same turn as the rogue's other attack.
Do this instead: Use the Haste attack as a second chance to land Sneak Attack if the first one misses.
Ignoring the lethargy turn
Why it's bad: When the spell ends, the target can't move or take actions until after its next turn. That happens even when the spell ends because you lost concentration.
Do this instead: Plan for it. End combat with the spell still running, or end it at a safe moment.
Usage Tips
- •Worked example: A 5th-level fighter with 16 Strength swings a longsword for 1d8 + 3, an average of 7.5. With +6 to hit against AC 15, each attack hits 60% of the time. Two attacks deal 9 damage per round on average. Haste adds a third attack, so the round averages 13.5, a gain of 4.5 per round (ignoring critical hits).
- •Break-even point: If Haste drops, the fighter loses a turn worth about 9 damage. At +4.5 per round, the spell needs to last at least two rounds just to break even on damage. Every round after that is profit.
- •Over a full minute: Ten rounds of Haste on that fighter add about 45 damage, plus the AC bonus every round.
- •Check the numbers for your own character in the damage calculator, and track the duration in the initiative tracker.
- •The concentration guide covers the Constitution save you make when hit.
- •Related guides: Fireball, the other big 3rd-level pick, Blink for defense without concentration, and Enhance Ability. Browse the full spell guide index.
Rules Notes
- •The target must be a willing creature you can see within 30 feet. You can target yourself.
- •Speed is doubled, AC gets +2, and the target has advantage on Dexterity saves.
- •The extra action can be used only to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.
- •When the spell ends, the target can't move or take actions until after its next turn (2014). Whether it can still take reactions is not stated; that is a DM call.
- •The effects of two Haste spells on the same creature don't combine.
- •A sorcerer can twin it in the 2014 rules for 3 sorcery points, since it targets only one creature.
Synergies
- •Fighters: Action Surge gives another full action. Combined with Haste, a fighter can take three actions in one turn.
- •Paladins: Each hit is another chance for Divine Smite.
- •Dispel Magic against an enemy's Haste: Ending an enemy's Haste also gives it the lethargy turn.
- •Defensive allies: A hasted tank with +2 AC holds the line longer.
Anti-Patterns
- •Hasting yourself while standing in melee.
- •Hasting a rogue for an extra Sneak Attack it can't get.
- •Casting Haste in what is clearly the last round of a fight.
Tactical Modules
- •Boss fight: Haste the main damage dealer in round one and protect your concentration for the full minute.
- •Rescue run: A hasted creature with 30-foot speed moves 60 feet, then Dashes with both its normal action and its Haste action for 60 feet each. That is 180 feet in one turn, six times its normal move.
- •Enemy Haste: If an enemy caster hastes a brute, break the caster's concentration. The brute then loses its next turn.
Countermeasures
- •Threat: Enemies target the caster. Response: Stay behind cover and allies. Fallback: Accept the risk only in fights you expect to last.
- •Threat: Dispel Magic or Counterspell from an enemy caster. Response: Bait those reactions first. Fallback: Pull the hasted ally back before the spell ends.
- •Threat: Area damage against the hasted ally. Response: Advantage on Dexterity saves already helps. Fallback: Keep the ally spread from others.
Haste in the 2024 Rules
The 2024 Player's Handbook keeps Haste as a 3rd-level transmutation spell for Sorcerers and Wizards, with the same speed, AC, and Dexterity save benefits.
The extra action changed slightly. It can be used for the Attack action (one attack only), Dash, Disengage, Hide, or Utilize. The 2014 wording said "one weapon attack," and Use an Object became Utilize.
The end effect is harsher. In 2024, the target has the Incapacitated condition and a Speed of 0 until the end of its next turn. Incapacitated also blocks bonus actions and reactions and breaks the target's own concentration. A hasted caster who is concentrating on its own spell loses that spell when Haste ends.
Two access changes matter too. The 2024 Twinned Spell only works on spells that can be upcast to add a target, so Haste can no longer be twinned. And the grassland option for Circle of the Land druids is gone.
Frequently Asked Questions
What does Haste do in 5e?
Haste doubles the target's speed, gives +2 AC, grants advantage on Dexterity saves, and adds an extra action each turn. That action can only be used to Attack once, Dash, Disengage, Hide, or Use an Object. It lasts up to 1 minute with concentration.
What happens when Haste ends in 5e?
The target is hit by a wave of lethargy. In the 2014 rules it can't move or take actions until after its next turn. In the 2024 rules it is Incapacitated and has Speed 0 until the end of its next turn. This happens even if the spell ends early because the caster lost concentration.
Can you cast spells with Haste's extra action in 5e?
No. The extra action is limited to Attack, Dash, Disengage, Hide, and Use an Object, or Utilize in the 2024 rules. Casting a spell is not on the list.
Does Haste work with Extra Attack in 5e?
Not on the extra action. Haste limits that action to one weapon attack, so Extra Attack adds nothing to it. A fighter with Extra Attack makes two attacks with its normal Attack action and one with the Haste action, three in total.
Can you cast Haste on yourself in 5e?
Yes. It targets a willing creature you can see within range, and you can choose yourself. Be careful: if you lose concentration while hasted, you also lose your next turn.
Can you twin Haste in 5e?
In the 2014 rules, yes. It targets only one creature, so Twinned Spell costs 3 sorcery points. In the 2024 rules, no, because the new Twinned Spell only works on spells that gain targets when upcast.
Does Haste stack in 5e?
No. The effects of the same spell cast more than once on a creature don't combine. Two Haste spells on one target give the benefits only once.
Is Haste worth it in 5e?
Yes, in long fights with a strong weapon user and a caster who can keep concentration. It adds damage, defense, and mobility. In short fights, or if concentration is likely to break, Fireball or a control spell is usually the better 3rd-level choice.
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.