Quick Answer
Sanctuary is a 1st-level cleric abjuration cast as a bonus action on a creature within 30 feet. For 1 minute, any creature that targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a fail, it must pick a new target or lose the attack or spell. In 2014 rules, the ward ends if the warded creature attacks or casts a spell that affects an enemy. It does not stop area effects and does not need concentration.
Overview
Sanctuary is a 1st-level abjuration spell that makes one creature hard to target. Clerics get it at 1st level. It costs only a bonus action, lasts a minute, and needs no concentration, so it does not compete with Bless or Spirit Guardians.
The ward fits a character who does not need to attack. In the 2014 rules, a cleric under Sanctuary can heal allies, Dodge, Help, or stabilize the dying without ending it. That makes it a strong tool for a party healer, a downed ally, or someone carrying a vital item. It is weak against area damage, which ignores it entirely, and against enemies with high Wisdom saves.
The 2024 rules made it much stricter. Casting any spell now ends it, including healing.
Stat Block
| Property | Value |
|---|
| Level | 1 |
| School | Abjuration |
| Casting Time | 1 bonus action |
| Range | 30 feet |
| Components | V, S, M |
| Material | A small silver mirror. |
| Duration | 1 minute |
| Concentration | No |
| Ritual | No |
| Save/Attack | WIS |
| Classes | Cleric |
When NOT to Use This
- •When the warded creature plans to attack or cast offensive spells. That ends it at once.
- •Against enemies who rely on area damage, such as breath weapons or Fireball. Sanctuary does not protect against areas.
- •Against enemies with strong Wisdom saves. Many casters and clever monsters will pass often.
- •When there are other good targets. On a failed save, the enemy simply attacks someone else, so it shifts damage rather than removing it.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Good. One 1st-level slot gives up to 10 rounds of protection. |
| Action Economy | Excellent. It costs a bonus action and leaves your action free. |
| Opportunity Cost | A bonus action and a 1st-level slot. In 2014 rules, your action that turn can only be a cantrip if you want to cast a spell with it. |
When worth the slot: Protecting a downed ally, a healer focused on support, a hostage, or a character who needs to cross a battlefield safely.
When NOT worth the slot: When the warded creature will attack next turn, or when enemies mostly use area effects.
Pro Tips
Tip #1: Ward a downed ally.
Why it works: A creature at 0 hit points is unconscious, and hits from within 5 feet are critical hits that cause two death save failures. Sanctuary forces a Wisdom save before an enemy can attack it at all.
This avoids the mistake of: Leaving a dying ally exposed while you are out of reach to heal them.
Tip #2: Ward yourself and play support (2014).
Why it works: The 2014 ward only ends if you attack or cast a spell that affects an enemy. Healing an ally, buffing allies, Dodge, and Help do not end it.
This avoids the mistake of: Thinking Sanctuary means you can do nothing.
Tip #3: Use it to escort someone.
Why it works: A non-combatant or a character carrying a key item can cross a fight while enemies must save before attacking it.
This avoids the mistake of: Spending your strongest slots trying to kill everything before the escort moves.
Tip #4: Pick targets that do not need to attack.
Why it works: The ward lasts a full minute without concentration as long as the warded creature behaves. A fighter who will attack next turn ends it right away.
This avoids the mistake of: Warding your best damage dealer and losing the spell on their next turn.
Common Mistakes to Avoid
Expecting it to stop a Fireball.
Why it's bad: The spell says it does not protect against area effects, like the explosion of a fireball.
Do this instead: Pair it with spreading out, cover, or features that help against saves.
Thinking a failed save wastes the enemy's turn.
Why it's bad: On a failed save, the attacker must choose a new target or lose the attack. If another target is in reach, the damage just moves.
Do this instead: Use it where the warded creature is the only good target, or when moving damage onto a sturdier ally is fine.
Healing while warded under 2024 rules.
Why it's bad: In 2024, the spell ends if the warded creature casts any spell, makes an attack roll, or deals damage. Healing Word ends it.
Do this instead: Under 2024 rules, ward someone who only needs to move, Dodge, or use items.
Casting Sanctuary and a leveled spell on the same turn.
Why it's bad: In 2014, after you cast a bonus-action spell, the only other spell you can cast that turn is a cantrip with a 1-action casting time. In 2024, you can expend only one spell slot per turn.
Do this instead: Cast Sanctuary with your bonus action and use your action for a cantrip, Dodge, or Help.
Usage Tips
- •Worked example: a 1st-level cleric with 16 Wisdom has a spell save DC of 13. A goblin (Wisdom −1) needs a 14 on the d20 to succeed, so it succeeds 35% of the time and fails 65%.
- •An ogre (Wisdom −2) needs a 15 and succeeds only 30% of the time. A bandit captain (Wisdom save +2) needs an 11 and succeeds 50% of the time.
- •Against a goblin with an attack roll, Sanctuary turns away about two of every three attacks aimed at the warded creature.
- •When a monster with Multiattack makes several attacks against the warded creature, the text requires a save before each attack that targets it. How your table handles a monster that fails once and switches targets for the rest of its turn is a DM call.
- •Use the dice roller to test a few saves, or track the ward's 10 rounds with the condition tracker.
Rules Notes
- •Target: one creature within 30 feet. You can target yourself.
- •2014 trigger: any creature that targets the warded creature with an attack or a harmful spell must first make a Wisdom save against your spell save DC.
- •On a failed save, the attacker must choose a new target or lose the attack or spell.
- •Area effects are not blocked, because they do not target the warded creature.
- •2014 end condition: the warded creature makes an attack or casts a spell that affects an enemy creature.
- •No concentration, so it does not end when you take damage.
- •The material component has no cost and is not consumed, so a holy symbol covers it.
Synergies
- •Healing Word and Spare the Dying (2014): heal or stabilize allies while warded. See the Cure Wounds guide for more on cleric healing.
- •Bless: buffing allies does not affect an enemy, so a warded cleric can cast Bless without ending the ward in 2014 rules. See the Bless guide.
- •Dodge action: attackers who pass the save still roll with disadvantage, as long as the warded creature can see them.
- •Sturdy allies nearby: if an attacker fails and must pick a new target, the closest option should be someone with high AC.
Anti-Patterns
- •Warding the barbarian who will attack next turn.
- •Casting it on yourself, then casting Sacred Flame and ending it.
- •Relying on it against a dragon whose main threat is a breath weapon.
Tactical Modules
- •Fallen Ally Shield. When to use: An ally drops to 0 hit points far from you. Synergy: 30-foot range and a bonus action let you ward them and still use your action.
- •Support Cleric (2014). When to use: You plan to heal and buff. Synergy: Healing and buffing allies do not end the ward.
- •Escort Mission. When to use: Protecting a non-combatant. Synergy: The ward lasts 1 minute without concentration.
Countermeasures
- •Threat: Area attacks against the warded creature — Response: Spread the party out. Fallback: Heal after the blast.
- •Threat: High-Wisdom enemies keep passing the save — Response: Combine it with cover and the Dodge action. Fallback: Use Sanctuary on an ally they are less likely to pass against.
- •Threat: Attackers switch to your allies — Response: Make sure the next nearest target is a sturdy one. Fallback: Accept that the ward moved damage to someone who can take it.
Sanctuary in the 2024 Rules
The 2024 version changes both the trigger and the end condition. The save now applies to any creature that targets the warded creature with an attack roll or a damaging spell. A spell that targets it without dealing damage, such as a charm or hold effect, no longer needs the save. It still offers no protection from areas of effect.
The end condition is much stricter. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage. In 2014 it ended only on an attack or a spell that affected an enemy. That means a warded 2024 cleric cannot cast Healing Word without ending the ward. Casting time (bonus action), range (30 feet), duration (1 minute), and class (Cleric) are unchanged. The material is now a shard of glass from a mirror.
Frequently Asked Questions
How does Sanctuary work in 5e?
You ward a creature within 30 feet as a bonus action. For 1 minute, any creature that targets it with an attack or harmful spell must first succeed on a Wisdom save, or choose a new target or lose the attack or spell. It does not stop area effects.
What breaks Sanctuary in 5e?
In 2014 rules, the warded creature making an attack or casting a spell that affects an enemy creature ends it. In 2024 rules, making an attack roll, casting any spell, or dealing damage ends it.
Can you heal while under Sanctuary?
Under 2014 rules, yes. Healing an ally does not affect an enemy, so it does not end the ward. Under 2024 rules, casting any spell ends Sanctuary, including healing spells.
Does Sanctuary protect against area spells?
No. The spell does not protect the warded creature from area effects such as Fireball or a breath weapon, because those do not target it.
Is Sanctuary concentration in 5e?
No. It lasts 1 minute without concentration, so the caster can also hold Bless or another concentration spell.
Can you cast Sanctuary on yourself in 5e?
Yes. The spell targets a creature within 30 feet, and you are a creature within range.
Is Sanctuary good in 5e?
Yes, in the right situations. It protects a downed ally, a non-combatant, or a support caster for a bonus action and one 1st-level slot. It is weak against area damage and when enemies have other good targets nearby.
Does Sanctuary stop a creature from grappling or shoving the warded target?
In 2014 rules, a grapple or shove is described as a special melee attack, so the usual reading is that it requires the save; confirm with your DM. In 2024 rules, a grapple or shove forces a saving throw instead of an attack roll, and Sanctuary only triggers on attack rolls and damaging spells, so read literally it does not stop them.
Citations: api:spells/sanctuary; 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.