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    Quick Answer

    Misty Step is a 2nd-level conjuration spell for Sorcerers, Warlocks, and Wizards. As a bonus action, you teleport up to 30 feet to an unoccupied space you can see. It has only a verbal component, needs no concentration, and does not provoke opportunity attacks. It is the standard way for a caster to get out of melee or out of a grapple without spending an action.

    Overview

    Misty Step moves you 30 feet, instantly, for a bonus action, and you still have your action afterward. Three details make it better than walking. Teleporting never provokes opportunity attacks. It ignores your speed, so it works while you are grappled, restrained, or prone. And it only needs you to speak, so your hands can be full or tied.

    The limits: you can only go to a space you can see, you can't bring anyone with you, and as a bonus-action spell it restricts what else you can cast that turn.

    Stat Block

    PropertyValue
    Level2
    SchoolConjuration
    Casting Time1 bonus action
    RangeSelf
    ComponentsV
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Warlock, Wizard

    In the 2014 SRD, Circle of the Land druids who choose coast also get Misty Step as a circle spell at druid level 3.

    When NOT to Use This

    • •You want to cast a leveled spell with your action this turn. In 2014, a bonus-action spell limits your action to a cantrip. In 2024, you can spend only one spell slot per turn.
    • •The safe space is somewhere you can't see, such as past a closed door or inside magical darkness.
    • •An enemy caster within 60 feet has Counterspell ready, and losing the slot and bonus action would leave you worse off than walking.
    • •You are incapacitated, stunned, or paralyzed. You can't take bonus actions, so Misty Step can't save you from Hold Person.
    • •You are inside a Silence area or gagged. No voice, no verbal component, no spell.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh when it saves your action or breaks a grapple. Low if you could have walked.
    Action EconomyBonus action. Your action is still free for a cantrip, Dodge, Dash, or an item.
    Opportunity CostA 2nd-level slot that could have been Invisibility, Web, or Mirror Image.

    When worth the slot: You are grappled, surrounded, or need to reach a ledge you can't climb to this turn. When not: You could Disengage and walk the same distance and don't need your action.

    Upcasting

    No higher-level effect in either edition.

    Pro Tips

    Tip #1: Keep your bonus action open on dangerous turns.

    Why it works: Misty Step is your emergency exit. If the boss can grab you, don't spend your bonus action on something minor first.

    This avoids the mistake of: Getting grappled with no way out except an ability check.

    Tip #2: Use it as a grapple escape with no roll.

    Why it works: Escaping a grapple normally costs your action and a Strength (Athletics) or Dexterity (Acrobatics) check. Misty Step is a bonus action with no roll. In 2014, a grapple ends when an effect removes you from the grappler's reach. In 2024, it ends when the distance between you exceeds the grapple's range. Against a normal 5- or 10-foot grab, 30 feet is always enough; against a long-reach grab, check the numbers first (see the roper example below).

    This avoids the mistake of: Burning your action on a 35% check, then getting crushed anyway.

    Tip #3: Use height and terrain, not just distance.

    Why it works: The 30 feet can go up or across: a ledge, a balcony, the far side of a chasm. A melee monster that has to climb or path around loses turns catching up.

    This avoids the mistake of: Teleporting 30 feet across open floor to a spot the enemy can just walk to.

    Tip #4: Teleport first, then use your action.

    Why it works: From the new space you can see new targets, and you are already out of the Spike Growth or Web area (a teleport ignores difficult terrain). Then pick your action.

    This avoids the mistake of: Casting a cantrip from a bad position and then teleporting away when it's too late to aim it.

    Common Mistakes to Avoid

    Casting Fireball and Misty Step on the same turn

    Why it's bad: In 2014, after a bonus-action spell the only other spell you can cast that turn is a cantrip with a casting time of 1 action. In 2024, you can expend only one spell slot per turn.

    Do this instead: Pair it with a cantrip like Fire Bolt, or with Dash or Dodge.

    Thinking it needs movement or free hands

    Why it's bad: Players skip it when grappled or restrained because their speed is 0. Teleportation isn't movement, and the only component is verbal.

    Do this instead: Cast it.

    Picking a space you can't see

    Why it's bad: Darkness, fog, and closed doors block your choices.

    Do this instead: Check what you can actually see before the fight goes badly. Darkvision covers nonmagical darkness within its range; it can't see through the Darkness spell.

    Expecting to take an ally along

    Why it's bad: The spell teleports you, and only you. The 2024 rules glossary says this outright: a creature you are touching doesn't teleport with you unless the effect says so.

    Do this instead: Use Dimension Door at 4th level if you need to bring someone.

    Usage Tips

    • •Worked example (giant constrictor snake): A giant constrictor snake hits a 5th-level wizard with Constrict. The wizard is grappled (escape DC 16) and restrained. With Dexterity (Acrobatics) +2, the wizard needs a 14 or higher on the d20 to escape, a 35% chance, and it costs the action. Misty Step ends the grapple every time for a bonus action, and the action is still free for a cantrip. The snake has a 30-foot speed, so it can follow, but it must hit with Constrict again (+6 to hit) to re-grab.
    • •Worked example (roper, 2014): A roper's tendril has a 50-foot reach and Reel pulls you 25 feet closer. If you are 25 feet away after the reel and teleport 30 feet straight back, you land 55 feet away, outside the tendril's reach, so the grapple ends. Your speed returns, so keep moving: the roper walks only 10 feet a turn, which would bring a 55-foot gap back to 45 feet, inside its reach. Land 50 feet or closer and you are still grappled.
    • •Same roper, 2024 stats: The 2024 roper's tentacle reaches 60 feet and Reel pulls 30 feet. From 30 feet away, a 30-foot teleport lands you exactly 60 feet away. The grapple ends only when the distance exceeds its range, so 60 feet is not enough. Destroy the tentacle first (AC 20, 10 hit points; destroying it frees you) or start the teleport from farther out.
    • •Track your 2nd-level slots with the spell slot tracker. Keep one in reserve for Misty Step on any turn you might get grabbed.
    • •Related guides: Blink for repeated short escapes, Dimension Door for longer range and a passenger, and the grappled and restrained condition guides. Browse the full spell guide index.

    Rules Notes

    • •Teleporting doesn't provoke opportunity attacks in either edition.
    • •Speed 0 doesn't stop it. Grappled, restrained, and prone creatures can all cast it, as long as they can speak and take bonus actions.
    • •Incapacitated creatures can't cast it. The 2024 Incapacitated condition says outright that you can't take a Bonus Action; the 2014 condition says "actions or reactions," and bonus actions are generally treated as covered.
    • •The spell doesn't say whether a window or bars count as a valid path if you can see the space beyond. The text only requires that you can see the space. Allowing it through glass is a DM ruling, not rules text.
    • •Teleporting into the air is legal. If you can't fly or hover, you fall when you arrive.

    Synergies

    • •Grappling monsters: Giant constrictor snakes, ropers, and vampire spawn can all grapple. Misty Step answers each grab without a roll.
    • •Spike Growth: Teleporting out of the spikes avoids the 2d4 per 5 feet that walking out would cost. Whether teleporting into the area counts as "moving into" it is not settled by the text. That is a DM ruling.
    • •Cantrips: Misty Step plus an attack cantrip is a full turn in both editions.

    Anti-Patterns

    • •Teleporting onto open ground away from a melee enemy faster than you, with no plan for its next turn.
    • •Casting it before a fight. It is instantaneous, so there's nothing to hold.

    Tactical Modules

    • •Grapple break: Misty Step out, then cast a cantrip or Dodge.
    • •Flank setup: Teleport behind the enemy line to reach a spellcaster or a lever.
    • •Doorway exit: Teleport through an open doorway and let the fighter close the door behind you.

    Countermeasures

    These apply when the party faces a caster with Misty Step. The 2014 mage has it prepared, and the 2024 mage can cast it as a bonus action.

    • •Threat: The mage teleports out of melee every time your fighter closes in. Response: Switch to ranged attacks and spells. Fallback: Count its 2nd-level slots. The 2014 mage has three, shared with Suggestion.
    • •Threat: The mage escapes a grapple you worked hard to land. Response: Counterspell it. Misty Step is a bonus action, so the mage is casting it on its own turn and your reaction is still available. Fallback: Use darkness or fog to cut down the spaces it can see.

    Misty Step in the 2024 Rules

    The spell text is unchanged in substance: level 2 conjuration for Sorcerers, Warlocks, and Wizards, bonus action, verbal only, teleport up to 30 feet to an unoccupied space you can see.

    The rules around it changed in three ways. First, the 2014 bonus-action spell rule is gone. The 2024 rule is that you can expend only one spell slot per turn. Misty Step plus a cantrip still works. Misty Step plus another spell that uses a slot doesn't. A spell cast without a slot, such as a species spell's free use, is allowed. Second, the grapple rules now end a grapple when the distance between you and the grappler exceeds the grapple's range. Teleporting barely inside that range doesn't free you. Third, the rules glossary now defines teleportation: it never provokes opportunity attacks, your equipment comes with you, a creature you touch doesn't, and if the destination is occupied you appear in the nearest unoccupied space of your choice.

    Access changed. In the 2024 SRD, Circle of the Land druids get it from the temperate land list (the 2014 SRD put it on the coast list), and high elves learn it at character level 5, always have it prepared, and can cast it once per long rest without a slot.

    Frequently Asked Questions

    Does Misty Step provoke opportunity attacks in 5e?

    No. Teleportation never provokes opportunity attacks in either the 2014 or 2024 rules.

    Can you Misty Step while grappled in 5e?

    Yes. A grapple sets your speed to 0, but teleportation doesn't use your speed. In 2014 the grapple ends if the teleport takes you out of the grappler's reach. In 2024 it ends if the distance to the grappler exceeds the grapple's range. Ordinary grabs can't follow a 30-foot jump; long-reach grabs like a roper's may still hold you.

    Can you cast another spell after Misty Step in 5e?

    Only a cantrip in most cases. In 2014, after a bonus-action spell, your action can cast only a cantrip with a 1-action casting time. In 2024 you can spend only one spell slot per turn, so the second spell must be a cantrip or a spell cast without a slot.

    Can you take someone with you when you cast Misty Step?

    No. The spell teleports only you. The 2024 rules glossary states that a creature you are touching doesn't come along unless the teleport effect says it does. Dimension Door is the low-level option for bringing one passenger.

    Can you Misty Step through a wall or window in 5e?

    You need to see the destination space. A solid wall blocks your view, so you can't pick a space behind it. A window or bars let you see through, and the spell text doesn't add a clear-path requirement, so allowing it is a DM ruling, not rules text.

    Can you cast Misty Step while restrained or silenced?

    Restrained, yes: no somatic or material component, and it doesn't use your speed. Silenced, no: you can't provide the verbal component inside a Silence area or while gagged.

    Is Misty Step good in 5e?

    Yes. It is a bonus-action escape with no roll, works through grapples, and leaves your action free. The cost is the bonus action and the limit on casting other leveled spells that turn.

    Did Misty Step change in the 2024 rules?

    The spell text is essentially the same. What changed is the surrounding rules: the one-spell-slot-per-turn rule replaces the 2014 bonus-action spell rule, grapples end when the distance exceeds the grapple's range, and high elves gain it as a species spell.


    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.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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