You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Casting Time: Bonus Action

Range: 30 feet

Components: V, S, M (a shard of glass from a mirror)

Duration: 1 minute

School: Level 1 Abjuration

Who can cast Sanctuary? Clerics and Artificers have Sanctuary on their class spell lists. Devotion Paladins, Redemption Paladins, and Peace Clerics get Sanctuary for free and always have it prepared. Warlocks of The Genie — Dao have Sanctuary on their expanded Warlock spell list (TCoE 73).

Player’s Handbook 2024, pg. 313

OVERALL RATING: A-TIER

Category Score
Combat Rating 7/10
Exploration Rating 2/10
Social Rating 1/10
Raw Power 8/10
Versatility 5/10
Efficiency 9/10
Upcast Scaling 1/10

Learn more about how my spell rating system works

Sanctuary 5e

Sanctuary is a situational 1st-level abjuration spell that can feel useless — right up until it doesn’t. While losing your offensive abilities leaves many players scratching their heads as to why you’d ever use Sanctuary, there are plenty of times when it’s the perfect answer.

In the 2024 update, the spell received significant nerfs to its break conditions, stripping away the most exploitable strategies while retaining its core identity.

Below, I analyze the new trigger conditions and determine if this abjuration staple is still worth preparing.

What Does Sanctuary Do in 5e?

Sanctuary places a protective ward on a creature, forcing enemies to hesitate before striking. When an enemy attempts to target the warded creature with an attack roll or a damaging spell, they must first pass a Wisdom saving throw.

On a failure, the attacker must choose a new target or lose the attack or spell entirely. On a success, the attack or spell proceeds normally. Sanctuary does not protect against area of effect damage.

The spell ends early if the warded creature performs any of the following acts:

  1. Makes an attack roll
  2. Casts any spell (including buffs or healing)
  3. Deals damage (regardless of the source)

How did Sanctuary change in the 2024 PHB?

The 2024 update closed the loopholes that allowed players to contribute significantly to combat while remaining immune to attacks. The key changes are:

  • Casting any spell breaks it. In 2014, the spell only ended if you cast a spell that “affects an enemy.” You could cast Cure Wounds or Bless freely. In 2024, the text states the spell ends if the creature “casts a spell”. This effectively silences the warded creature (if they want to keep the ward, at least).
  • Clarified protection triggers. The 2024 version specifies protection against “an attack roll or a damaging spell”. This clarifies that non-damaging save-based spells (like Hold Person) bypass the ward. The 2014 version protected against any “harmful” spell.
  • Dealing any damage breaks it. The 2014 version only broke if you dealt damage to a creature. Now, even if you damage an object, Sanctuary ends.

Spell Rating: Sanctuary

Overall: 🛡️ A-Tier (Defensive Utility)

Contextual Performance (1-10)

  • Combat: 7/10. Even with strict limitations, forcing a Wisdom save to be targeted is pretty powerful for a level 1 spell. It uses a Bonus Action and does not require Concentration. This makes it an efficient defensive option for protecting a concentrating caster, a fleeing VIP, or a PC at death’s door.

  • Exploration: 2/10. Sanctuary offers little utility outside of combat, though it might protect a character triggering traps that utilize attack rolls.

  • Social: 1/10. Casting a spell with Verbal and Somatic components is obvious (and possibly viewed as hostile). You might be able to cast this on a diplomat before they walk into a hostile negotiation, but the 1-minute timer is extremely limiting.

Core Metrics (1-10)

  • Raw Power: 8/10. Wisdom saves are often a weak point for high-damage “Brute” monsters. Let’s run the math for Bugbear with a +0 Wisdom modifier and an assume it has a 65% chance to hit for an average of 11 damage normally. Here’s the expected damage reduction for varying spell save DCs:

    Spell Save DC % Chance to Pass Ward Total % Chance to Hit Expected Damage
    No Sanctuary 100% 65% 7.15
    DC 13 40% 26% 2.86
    DC 14 35% 22.75% 2.50
    DC 15 30% 19.5% 2.15
    DC 16 25% 16.25% 1.79

    That’s a 60% to 75% damage reduction for a Level 1 spell slot and a bonus action; not too shabby, especially once 1st-level spell slots become less valuable.

  • Versatility: 5/10. The new restrictions limit Sanctuary’s versatility. You can no longer be a spellcasting healer/buffer while warded. However, you can still use the Help action, the Utilize action (items), or class features that are not spells/attacks without breaking the ward.

  • Efficiency: 10/10. Sanctuary is the definition of efficient. Level 1 slot, Bonus Action cast, no Concentration. It protects your Concentration on higher-level spells without competing for resources.

  • Upcast Scaling: 1/10. Sanctuary does not scale.

Playstyle and Synergy

  • Playstyle: The “Pacifist Tank.” This spell is best used on a character who is focusing on the Dodge, Help, or Utilize actions, or on a character who simply needs to survive a round to retreat.

    Also works as a one-round protector — even if the target fully intends to attack and break the ward early on their turn, if it protects them for multiple enemy turns/attacks, Sanctuary has done its job.

  • Party Synergy: High. It is ideal for protecting a squishy Wizard or Sorcerer who is concentrating on an encounter-winning spell like Haste or Wall of Force.

Player Tip: The “Healer” Loophole

The 2024 text for Sanctuary breaks if you “cast a spell.” This prevents you from casting Healing Word. However, it does not break if you use a feature that is not a spell, nor does it break if you use an item (provided neither deals damage).

If you want to heal while warded, use the Utilize action to administer a Potion of Healing or use a Healer’s Kit with the Healer feat. Alternatively, a Paladin can use Lay on Hands, which is a Magic action but not a spell.


halfing cleric casts Sanctuary on a merchant to protect them from the zombie horde

What Are the Rules for Sanctuary in 5e?

The rules for Sanctuary in the 2024 Player’s Handbook are as follows:

  • Dealing damage ends it immediately. The wording “deals damage” covers all sources. If you have an ongoing Spirit Guardians active, Sanctuary ends the moment that spell deals damage to an enemy. This removed some ambiguity from the 2014 version (very controversial Sage Advice thread from 2016.)

  • Healing spells break it. Because the break condition is simply “casts a spell”, even spells like Bless or Mass Cure Wounds will drop your ward.

  • Area of Effect (AoE) bypasses it. The spell explicitly states: “This spell doesn’t protect the warded creature from areas of effect”. A Fireball or Breath Weapon affects the warded creature normally without a Wisdom save.

  • Attacks and damaging spells only. The protection triggers on “an attack roll or a damaging spell”. If an enemy targets you with a spell that requires a saving throw but deals no damage (like Command, Banishment, or Charm Person), Sanctuary offers no protection. But if a single-target, saving throw-based damaging spell (like Dissonant Whispers) or even one that doesn’t require a save (like Magic Missile) targets you, the caster has to make a Wisdom save first.

  • You can affect multiple targets with Sanctuary. Since the spell doesn’t require concentration and nothing in the spell’s description indicates otherwise, you are allowed to cast Sanctuary on multiple targets.

    If you’re in combat, you’ll have to wait until your turn each round to re-cast it, since you only get one bonus action per round under normal circumstances.

  • Opportunity attacks against you don’t get redirected if the creature fails its saving throw. If you trigger an opportunity attack while under the effects of Sanctuary, and the attack fails its Wisdom saving throw, it cannot then redirect that saving throw at one of your allies, even if that ally is within range.

    One of the implied parts of Sanctuary’s spell description, when it reads “choose a new target,” is “choose a new valid target.” Since a valid target of an opportunity attack is only a creature that moves out of melee range of a creature, none of your allies are valid targets for this redirected attack.

    The OA is simply wasted, and that creature no longer has a reaction available for the rest of the round, to boot.

  • The attacker can’t move after failing save. Using the same logic from above regarding “valid” targets, a missed attack can’t be broken up with movement before the redirected attack. As the spell reads, the attacker chooses their method of attack (e.g., short sword, longbow, Magic Missile, etc.) and then tries to attack the Sanctuary’d target.

    If they fail the save, they don’t get to pocket that attack or spell. Sequentially, they must choose at that moment who they’d like to redirect that same attack against. If it was a melee attack and no other valid targets are in melee range, they’ve lost the ability to attack this round.

    However, even if they fail the saving throw and can’t redirect their attack, they can still move after failing the attack, as usual.

  • Grappling and shoving both break Sanctuary. Even though these are special unarmed attacks, they’re still attacks (PHB 2024, pg. 367).

paladin mini attacked by enemies, but is protected by the Sanctuary spell

How to Use Sanctuary in 5e

Here are a few things to keep in mind when using Sanctuary, as well as some alternative uses of the spell that adhere to the 2024 rules:

  1. Attack first, then cast Sanctuary. Since Sanctuary’s cast time is a bonus action, there’s no reason not to use another action beforehand. You can Dash, Dodge, or whatever, but most importantly, you can be offensive before Sanctuary’s effect closes that door to use.

    To take this further, you could even grapple an enemy, then cast Sanctuary with your free hand. On subsequent rounds, you could maintain the grapple, and even use Dodge, all while keeping Sanctuary active.

  2. Pay attention to the initiative order. If multiple enemies who are near your squishy ally have turns before that ally has a chance to act, it often pays to cast Sanctuary on them. Even if your ally breaks it immediately on their turn, it still protects them through those enemies’ turns, providing signficcant damage reduction at a low cost.

  3. Cast before running through enemies. Reducing your target’s chances of being hit by opportunity attacks is a great use of Sanctuary, especially if repositioning will yield a big advantage. As discussed in the rules section, if an enemy fails their Wis save, they can’t redirect the opportunity attack, since only that single target was an eligible target for that specific OA.

    Even better, they’ve wasted their reaction. Now other allies can run past those creatures without having to worry about being hit themselves (until the enemy’s turn resets, at least).

  4. Protect a fallen ally. Sanctuary’s meant to be used as a defensive boon for a creature that doesn’t plan on going offensive. That makes it perfect for unconscious allies who just need a bit of breathing room without getting smacked into multiple death save failures.

    Sanctuary adds an extra layer of protection if healing said target doesn’t make sense given other circumstances.

  5. Channel Divinity and other offensive non-attack options. Cleric’s and Paladin’s Channel Divinity doesn’t count as an attack or spell, so as long as it doesn’t deal damage, Sanctuary is safe. Good options include a Life Cleric’s Preserve Life or an Ancients Paladin’s Nature’s Wrath.

  6. Protecting NPC escorts. Sanctuary is perfect for protecting squishy, non-combative allies. Think mounts, NPC escorts, and familiars. When it’s your job simply to keep somebody alive, Sanctuary is the ticket.

    This can be extremely useful when combined with the Owl familiar in particular. Flying in with Flyby allows no OAs to be triggered, using the Help action doesn’t break Sanctuary, and then flying out back to safety again. And if the enemy does decide to take a shot at the Owl familiar, they’ll have to get through that extra defense Sanctuary provides.

  7. Pair with Dodge or Help. Your Owl familiar’s not the only thing on the battlefield that has more utility than just attacking. Helping an ally in combat gives them advantage on their attack, and it won’t break Sanctuary to do so (PHB 192).

    Pairing Sanctuary with Dodge offers a laughably high defense that any enemy will be hard-pressed to break through, making for the ultimate tank.

  8. Completing tasks. Some enemies, like Undead, have laughably low Wisdom modifiers. If you have to get past a horde of Zombies to help kill the Necromancer who raised them, steal the MacGuffin they’re protecting, or whatever, go ahead and do it. With Sanctuary on, you can pretty much ignore all those idiots.

  9. Protect concentration. Cast a high-impact Concentration spell (like Bless, Bane, or Spirit Guardians if you can position away from enemies) on turn 1. On turn 2, cast Sanctuary as a Bonus Action and take the Dodge action. You now impose Disadvantage on attacks (Dodge) and force a Wisdom save to be targeted, protecting your concentration.

  10. The battlefield medic. Cast Sanctuary on yourself and run into the fray. Use your action to Administer First Aid (Medicine check) to stabilize allies, or use the Utilize action to feed them Potions of Healing. Since you aren’t casting spells or dealing damage, you remain safe.

  11. The bodyguard. Stand in a 5-foot wide hallway between the party and the monsters. Cast Sanctuary and Dodge. Enemies cannot move through your space (if they are your size or smaller), and they cannot hit you easily. You effectively become a door.

  12. Diplomacy booster. If you want to break up a fight or stop someone who’s attacking you to give you a chance to explain a situation, Sanctuary can be a good option.

  13. Fueling Arcane Ward. Like all low-level Abjuration spells, Sanctuary is great for fueling Abjuration Wizard’s Arcane Ward. Even if an Abjuration Wizard attacks, casts Sanctuary, and then attacks/casts a spell again the next round (immediately breaking Sanctuary’s effect), they still got one round of great defense plus a bunch of temporary health.

Is Sanctuary a Good Spell?

Yes, Sanctuary is a fantastic spell in DnD 5e, primarily due to its low cost.

  • Action economy: As a Bonus Action that does not require Concentration, it is practically “free” to add to your turn if you are not attacking.

  • Survivability: For a level 1 slot, it often mitigates more damage than Cure Wounds can heal. Preventing an attack entirely is almost always mathematically superior to healing the damage after the fact.

Sanctuary 5e Compared to Shield of Faith

A common comparison and question Paladin and Cleric players have is whether Sanctuary or Shield of Faith is the better option. Shield of Faith provides a straight-up +2 AC bonus to a target within 60 feet. It requires concentration and can last up to 10 minutes.

Shield of Faith requires less thought to make use of — simply buff the person who the enemy is focusing on, and you’ve done your job. Sanctuary requires a bit more finesse and planning to make effective use of. That being said, when you pull off a great stunt with Sanctuary, it can be a much more game-changing than Shield of Faith.

For Paladins and Clerics, the choice between Sanctuary and Shield of Faith usually comes down to role: do you need to protect a “Turtle” or a “Striker”?

Shield of Faith provides a consistent +2 bonus to Armor Class. It allows the target to attack freely, but it requires Concentration. This creates a resource conflict, as you cannot run Bless or Spirit Guardians while maintaining it.

Sanctuary forces a Wisdom saving throw to be targeted. It is generally mathematically superior for damage mitigation, but it breaks if the target attacks or casts a spell. Crucially, it does not require Concentration, allowing it to stack with other buffs.

Spell Concentration? Active Combat? Damage Reduction*
Shield of Faith Yes Yes ~15%
Sanctuary (Low Wis Foe) No No ~60%
Sanctuary (High Wis Foe) No No ~20%

*Assumes a baseline 65% chance for the enemy to hit the PC. Low Wis Foe assumes a 60% chance to fail the save; High Wis Foe assumes a 20% chance.

The Verdict

  • Use Shield of Faith if: The target is a Barbarian, Fighter, or Paladin who needs to attack every turn to be effective. The +2 AC helps them stay in the melee grind without hindering their damage output.

  • Use Sanctuary if: The target is concentrating on a high-value spell (like Haste), is at single-digit Hit Points, or is trying to flee. Sanctuary is almost always the optimal choice for protecting spellcasters.

Sanctuary 5e DM Tips

The 2024 update simplifies the DM’s job significantly. You no longer need to adjudicate “indirect” harm. If the player casts a spell or deals damage, the ward drops.

However, pay close attention to the “Lost Spell” clause. The spell states the attacker must “choose a new target or lose the attack or spell”. If an enemy caster attempts to target a warded player with a high-level spell (like Disintegrate) and fails the Wisdom save, they must target someone else. If there is no other valid target in range, that high-level spell slot is wasted entirely. This can be a massive swing in momentum against boss monsters.

Be aware that intelligent monsters may simply switch to AoE abilities (Breath Weapons, Fireball) to bypass the ward entirely, as the spell text explicitly permits this.

DnD 5e Sanctuary FAQ

  1. Does Spirit Guardians break Sanctuary in 2024? Yes. The 2024 rules state that Sanctuary ends if the warded creature “deals damage”. Whenever Spirit Guardians deals damage, Sanctuary ends immediately.

  2. Does casting Counterspell break Sanctuary? Yes. Counterspell is a spell. Even though it is a reaction, the Sanctuary description states it ends if the creature “casts a spell”.

  3. Can you attack and then cast Sanctuary? Yes. The spell ends if you make an attack roll *after* being warded. If you take the Attack action first, resolve your damage, and then cast Sanctuary as a Bonus Action, the ward remains active until you attack again on a future turn.

  4. Does the Help action break Sanctuary? No. The Help action is not an attack roll, it is not casting a spell, and it does not deal damage. You can safely Help allies while under Sanctuary.

2014 Sanctuary (Legacy Version)

The text below covers the version of Sanctuary found in the 2014 Player’s Handbook. We have preserved this section for players running legacy campaigns or using older modules that haven’t updated to the 2024 rule set.

If you are playing with the 2024 rules, use the guide at the top of this page.

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
School: 1st-level abjuration

Player’s Handbook 2014, pg. 272