Quick Answer
Pass without Trace is a 2nd-level abjuration spell for Druids and Rangers. For up to 1 hour (concentration), you and each creature you choose within 30 feet get a +10 bonus to Dexterity (Stealth) checks and leave no tracks. In the 2014 rules they also can't be tracked except by magical means. In 2024 the area is a 30-foot emanation that moves with you.
Overview
A +10 bonus applies to everyone you choose, not just the caster, so the party's weakest sneaker gets the most out of it. Stealth failures usually come from the one character with low Dexterity or noisy armor; Pass without Trace lifts that character from "probably caught" to "probably fine."
It doesn't make anyone invisible or silent. Enemies who look straight at you still see you, and shouting still gives you away. It makes every Stealth roll much better and erases your trail.
Stat Block
| Property | Value |
|---|---|
| Level | 2 |
| School | Abjuration |
| Casting Time | 1 action |
| Range | Self |
| Components | V, S, M |
| Material | Ashes from a burned leaf of mistletoe and a sprig of spruce. |
| Duration | Up to 1 hour |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Druid, Ranger |
In the 2014 SRD, Circle of the Land druids who choose grassland also get Pass without Trace as a circle spell at druid level 3.
When NOT to Use This
- •The party isn't trying to sneak. The spell does nothing for a frontal assault.
- •The enemies already see you. Stealth doesn't hide you from a creature that can see you clearly.
- •The plan requires talking, fighting, or casting loudly along the way.
- •You need concentration for something else in the next hour, like Moonbeam or Spike Growth when the ambush starts.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Excellent. One 2nd-level slot covers the whole party for an hour. |
| Action Economy | One action before the sneaking starts. No further cost. |
| Opportunity Cost | Your concentration. If you plan to open the fight with a concentration spell, Pass without Trace ends when you cast it. |
When worth the slot: Infiltration, ambush setups, escaping pursuit. When not: Open fights, social scenes, and parties going in loud anyway.
Upcasting
Pass without Trace has no higher-level effect in either edition.
Pro Tips
Tip #1: Cast it before you approach, not when you arrive.
Why it works: The spell lasts up to an hour. Casting it before you come within sight or earshot covers the whole approach, including the Stealth check that starts an ambush.
This avoids the mistake of: Casting it when a guard is already close enough to hear the incantation. It has verbal and somatic components.
Tip #2: Keep the party within 30 feet.
Why it works: The bonus covers creatures within 30 feet of you. In 2024 the spell says outright that the bonus applies while a creature is in the aura. Walking in a tight file keeps everyone covered.
This avoids the mistake of: The scout running 50 feet ahead and losing the bonus at the worst moment.
Tip #3: Use it to win the opening of a fight.
Why it works: In 2014, creatures that don't notice a threat at the start of combat are surprised. In 2024, a surprised creature has disadvantage on its initiative roll. Either way, +10 Stealth makes surprise far more likely.
This avoids the mistake of: Thinking the spell is only for walking past people.
Tip #4: Plan the concentration handoff.
Why it works: If the ranger will open combat with a concentration spell, someone else should hold the stealth, or the party should accept losing the bonus once the fight starts.
This avoids the mistake of: Casting Spike Growth and watching your party's stealth end mid-ambush.
Common Mistakes to Avoid
Thinking it makes you invisible
Why it's bad: Pass without Trace boosts Stealth checks. It doesn't hide you from someone looking at you in plain view.
Do this instead: Stick to shadows, cover, and darkness. Add Invisibility if you need to move through open ground.
Assuming it beats all perception
Why it's bad: Blindsight, truesight, and a creature that sees you plainly don't care about your Stealth roll.
Do this instead: Check the opposition's senses. A gelatinous cube has blindsight out to 60 feet.
Ignoring armor disadvantage
Why it's bad: Chain mail and plate impose disadvantage on Stealth checks in both editions. +10 helps a lot, but the roll is still made with disadvantage.
Do this instead: Budget for the armored character. The math below shows how much it still helps.
Usage Tips
- •Worked example (guard post, 2014): A party sneaks past a guard with passive Perception 12. Each character must beat 12 with a Stealth check (these numbers count a tie as noticed). The rogue (+7) beats it 75% of the time, the ranger (+5) 65%, the wizard (+2) 50%, and the cleric in chain mail (+0 with disadvantage) only 16%. The chance that all four get past is about 4%. With Pass without Trace, the rogue, ranger, and wizard can't fail, and the cleric needs a 3 or higher on both dice, 81%. All four get past 81% of the time.
- •Worked example (scout, 2014): A scout has passive Perception 15. Without the spell, the chance all four characters beat it is under 1%. With it, the wizard needs a 4 or higher (85%) and the cleric needs a 6 or higher on both dice (about 56%). All four succeed about 48% of the time. The 2014 scout's Keen Hearing and Sight gives advantage on Perception that relies on hearing or sight; when it applies, its passive score is 20, and only the rogue and ranger are safe even with the spell.
- •Group check (2014): If the DM uses a group Stealth check against the scout's 15, the party succeeds when at least half succeed. Without the spell that is about 50%. With it, the rogue and ranger succeed automatically, so the group check can't fail.
- •2024 Hide action: Hiding takes a DC 15 Dexterity (Stealth) check while heavily obscured or behind three-quarters or total cover. A character with +2 succeeds on a 13 or higher (40%). With Pass without Trace, it succeeds on a 3 or higher (90%).
- •Monsters cast it too. The 2014 dryad can cast it once per day, and the 2014 unicorn at will.
- •Related guides: Invisibility, Greater Invisibility, and the invisible condition. Browse the full spell guide index.
Rules Notes
- •Range is self. The 2014 text affects each creature you choose within 30 feet of you, including you.
- •The +10 applies only to Dexterity (Stealth) checks.
- •2014: affected creatures can't be tracked except by magical means and leave no tracks or other traces of their passage.
- •The 2014 text doesn't say what happens when a creature moves more than 30 feet from you after the casting. Removing the bonus outside 30 feet is a DM ruling in 2014. The 2024 text settles it: the bonus applies only while in the aura.
- •Stealth disadvantage from armor still applies. The +10 is added to whichever die you keep.
Synergies
- •Invisibility: In 2014 an invisible creature can always try to hide. With +10 on the roll, it rarely fails. A bard or wizard holds Invisibility while the druid or ranger holds Pass without Trace.
- •Rogues: A rogue with Expertise in Stealth plus +10 makes the rogue's check nearly automatic, which matters for long solo scouting.
- •Ambush spells: Hand concentration to someone else, then open the fight with Spike Growth or Entangle.
- •Darkness and fog: Heavily obscured areas let you hide. +10 makes the check reliable.
Anti-Patterns
- •Casting it and then starting a conversation with the guards.
- •Splitting the party far beyond 30 feet.
Tactical Modules
- •Infiltration: Cast it outside the camp, keep tight formation, and pick the quiet route.
- •Ambush: Wait in cover with +10 Stealth until the enemy walks into range, then open with your biggest attacks.
- •Escape: Break line of sight, cast it, and leave no tracks for pursuers to follow.
Countermeasures
These apply when the party is hunting creatures under Pass without Trace.
- •Threat: The quarry leaves no tracks. Response: Use magic. The 2014 text exempts magical tracking, and spells like Locate Creature still work. Fallback: Predict their route and wait for them.
- •Threat: The intruders roll huge Stealth checks. Response: Watch with creatures that have blindsight or truesight, or light the area so there is nowhere to hide. Fallback: Use alarms, bells, and traps that trigger on contact.
- •Threat: You hunt with an invisible stalker. Response: Its Faultless Tracker trait tells it the direction and distance to its quarry. It doesn't follow tracks, so removing tracks doesn't stop it. Whether it counts as 'tracking' under the 2014 clause is a DM ruling. Fallback: Without one, fall back on blindsight, truesight, or bright light.
Pass without Trace in the 2024 Rules
SRD 5.2.1 keeps Pass without Trace as a level 2 abjuration spell for Druids and Rangers with a 1-hour concentration duration. The +10 bonus to Dexterity (Stealth) checks is unchanged.
The area is now defined precisely. The 2024 spell creates a 30-foot Emanation from you, and you and each creature you choose have the bonus and leave no tracks while in the aura. An emanation moves with its origin, so the area follows you and a creature that walks out of it loses the bonus. The 2014 text didn't spell either point out.
The tracking clause shrank. The 2014 text said affected creatures can't be tracked except by magical means and leave no tracks or other traces. The 2024 text only says they leave no tracks. Whether other trailing methods, such as scent, still work under the 2024 text is a DM ruling, not rules text. The material component is now ashes from burned mistletoe.
Access changed. Wood elves learn Pass without Trace at character level 5, always have it prepared, and can cast it once per long rest without a slot. The 2014 SRD's grassland Circle of the Land list, which included it, has no 2024 equivalent.
Frequently Asked Questions
What does Pass without Trace do in 5e?
It gives you and each creature you choose within 30 feet a +10 bonus to Dexterity (Stealth) checks for up to 1 hour, and those creatures leave no tracks. It needs concentration. Druids and Rangers have it on their spell lists.
Does Pass without Trace move with you?
In 2024, yes. The spell is a 30-foot emanation, and emanations move with their origin. The 2014 text says the effect radiates from you and covers creatures within 30 feet, but doesn't spell out movement, so in 2014 that is a DM ruling.
Does Pass without Trace stack with Invisibility?
Yes. They are different spells with different effects, so both apply. Invisibility lets you hide in more places, and Pass without Trace adds +10 to the Stealth check. They need two concentrating casters.
Does Pass without Trace make you invisible?
No. It improves Stealth checks and removes tracks. A creature that can see you clearly still sees you. You still need cover, darkness, or invisibility to hide.
Does Pass without Trace work against scent?
In 2014, affected creatures can't be tracked except by magical means, which covers tracking by scent. The 2024 text only says they leave no tracks, so scent tracking under the 2024 rules is a DM ruling.
Does Pass without Trace require concentration?
Yes, for up to 1 hour in both editions. Casting another concentration spell, such as Spike Growth when an ambush begins, ends it.
Who can cast Pass without Trace in 5e?
Druids and Rangers in both editions. In 2024, wood elves also learn it at character level 5.
Is Pass without Trace good in 5e?
Yes. A +10 bonus for the whole party for an hour, for one 2nd-level slot, turns a party with one noisy member into a party that can reliably sneak.
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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