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    Quick Answer

    Mending is a transmutation cantrip with a 1-minute casting time. You touch an object and repair a single break or tear no larger than 1 foot in any dimension, such as a broken chain link, a snapped key, a torn cloak, or a leaking wineskin. It leaves no trace of the damage. It can physically repair a magic item, but it cannot restore lost magic.

    Overview

    Mending is a cantrip that fixes small physical damage to objects. Bards, Clerics, Druids, Sorcerers, and Wizards can all learn it. Because it takes a full minute to cast, it is a tool for downtime, travel, and puzzles rather than combat.

    Its limits are simple. It fixes one break or tear per casting, and that break can be no larger than 1 foot in any dimension. It repairs the object, not hit points, and it cannot bring back magic that an item has lost. Within those limits, it saves money on repairs, keeps gear working, and solves many "broken key" or "torn map" moments.

    Stat Block

    PropertyValue
    Level0
    SchoolTransmutation
    Casting Time1 minute
    RangeTouch
    ComponentsV, S, M
    MaterialTwo lodestones.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesBard, Cleric, Druid, Sorcerer, Wizard

    When NOT to Use This

    • •In combat. The casting time is 1 minute, which is 10 rounds.
    • •To heal a creature. Mending repairs objects and says nothing about restoring hit points.
    • •To restore a magic item that has lost its magic. Physical repair does not bring the magic back.
    • •On a break larger than 1 foot in any dimension. One casting cannot cover it.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyFree. It is a cantrip.
    Action EconomyPoor in combat. Each casting takes 1 minute.
    Opportunity CostOne cantrip pick. It competes with damage cantrips for limited choices.

    When worth the pick: Exploration-heavy campaigns, characters who care about gear, and parties without much gold for repairs.

    When NOT worth the pick: A combat-focused character with few cantrips known.

    Pro Tips

    Tip #1: Fix the gear that fails at the worst moment.

    Why it works: Broken bowstrings, torn rope, a cracked lantern, or a damaged lock can all stop a plan. One casting fixes a single break or tear up to 1 foot.

    This avoids the mistake of: Paying a craftsperson or waiting in town for small repairs.

    Tip #2: Repair clues and evidence.

    Why it works: Torn letters, broken seals, and snapped keys are common puzzle items. Mending leaves no trace of the former damage.

    This avoids the mistake of: Assuming a broken key or torn map is a dead end.

    Tip #3: Start casting before you need it.

    Why it works: The 1-minute casting time is fine during a short rest or while the party searches a room.

    This avoids the mistake of: Trying to fix something during combat, when 10 rounds is a long time.

    Common Mistakes to Avoid

    Using it to heal constructs or other creatures.

    Why it's bad: The 2014 text says it can physically repair a magic item or construct, but it does not mention hit points. Read literally, it does not heal.

    Do this instead: Use healing magic that works on the creature, or ask the DM how they handle repairs to constructs.

    Expecting it to restore magic.

    Why it's bad: The spell says it can't restore magic to an object. A broken magic item that lost its magic stays nonmagical, even if it looks whole again.

    Do this instead: Treat that as a quest problem, not a cantrip problem.

    Trying to fix a large break in one casting.

    Why it's bad: The break or tear must be no larger than 1 foot in any dimension.

    Do this instead: Ask the DM whether a larger break can be fixed in sections with several castings. The spell does not say, so it is a table call.

    Forgetting the material component.

    Why it's bad: Mending needs two lodestones. They have no listed cost and are not consumed, so a focus or component pouch covers them, but a caster without either needs the actual lodestones.

    Do this instead: Keep a focus or component pouch handy.

    Usage Tips

    • •Worked example: a torn sail has a rip 3 feet long. That is larger than 1 foot, so one casting cannot fix it. If the DM allows repairs in sections, three castings of 1 foot each take 3 minutes.
    • •A 1-hour short rest leaves room for up to 60 castings, one per minute. That is enough to repair the whole party's damaged gear one break at a time.
    • •A broken chain with two snapped links needs two castings, because each casting repairs a single break.
    • •In combat terms, 1 minute is 10 rounds. Use the initiative tracker to see how long that is in a real fight.

    Rules Notes

    • •One break or tear per casting, no larger than 1 foot in any dimension.
    • •You must touch the object.
    • •The repair leaves no trace of the former damage.
    • •2014: it can physically repair a magic item or construct, but cannot restore magic.
    • •It is instantaneous. A mended item is simply whole again; dispelling magic later does not undo the repair.
    • •No attack roll or saving throw.

    Synergies

    • •Prestidigitation: clean the item and then repair it. See the Prestidigitation guide.
    • •Detect Magic: check whether a repaired item still has its magic. See the Detect Magic guide.
    • •Downtime and short rests: the 1-minute cast fits naturally into a rest.

    Anti-Patterns

    • •Taking Mending as your only cantrip on a character who needs a combat option.
    • •Promising the party you can fix a broken magic item's power.
    • •Starting a 1-minute casting in the middle of combat.

    Tactical Modules

    • •Field Repairs. When to use: After a fight or during a short rest. Synergy: Fix torn armor straps, bowstrings, and bags at no cost.
    • •Puzzle Solver. When to use: A broken key, torn map, or shattered seal. Synergy: The repair leaves no trace.
    • •Smuggler's Cover. When to use: You need to hide that something was opened or broken. Synergy: Repair a broken seal so it looks untouched, if the DM agrees it counts as a single break.

    Countermeasures

    • •Threat: A break larger than 1 foot — Response: Ask whether sectional repairs work. Fallback: Pay for a craftsperson.
    • •Threat: A magic item lost its magic — Response: Mending fixes only the physical object. Fallback: Seek another way to restore the item through the story.

    Mending in the 2024 Rules

    The 2024 version keeps the same casting time, range, component, limits, and class list: Bards, Clerics, Druids, Sorcerers, and Wizards. One line changes. The 2014 text says Mending can physically repair "a magic item or construct." The 2024 text says it can physically repair "a magic item." Constructs are no longer mentioned. It still cannot restore magic to an object.

    Frequently Asked Questions

    What does Mending do in 5e?

    It repairs a single break or tear in an object you touch, as long as the damage is no larger than 1 foot in any dimension. The repair leaves no trace. It takes 1 minute to cast.

    Can Mending repair magic items?

    It can physically repair a magic item, but it can't restore magic to it. A broken magic item that kept its magic can be made whole, while one that lost its magic stays nonmagical.

    Can Mending heal constructs in 5e?

    The 2014 text says it can physically repair a construct, but it does not restore hit points. The 2024 text no longer mentions constructs at all. Any healing use is up to your DM.

    How long does Mending take to cast?

    1 minute, which is 10 rounds of combat. That makes it a downtime spell rather than a combat spell.

    Can Mending fix a broken weapon or armor?

    Yes, if the damage is a single break or tear no larger than 1 foot in any dimension. A snapped sword blade or a torn armor strap fits. Larger damage needs more castings, if the DM allows it, or a smith.

    Can Mending repair a destroyed item?

    Only if the damage is a single break or tear within the size limit. An item shattered into many pieces would need many breaks repaired, and whether that works is up to the DM.

    Who can learn Mending in 5e?

    Bards, Clerics, Druids, Sorcerers, and Wizards have it on their spell lists in both the 2014 and 2024 rules.

    Is Mending a good cantrip?

    It is a good utility pick in campaigns with exploration, puzzles, or limited money. It is a poor pick for characters who need every cantrip for combat.


    Citations: api:spells/mending; SRD 5.1; SRD 5.2.1

    Includes SRD content per CC BY 4.0. Sources: dnd5eapi.co, System Reference Document 5.1 and 5.2.1.

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