Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
School: 3rd-level transmutation
Player’s Handbook, pg. 250
Haste offers incredible mobility, enhanced offensive and defensive capabilities, and a general burst of overpowered-ness for one lucky player. But Haste’s concentration requirement coupled with its nasty side effect upon ending means you have to be thoughtful about how you use this spell.
Who Can Cast Haste in 5e?
The following classes have Haste on their spell list:
The following subclasses get Haste for free:
- Druid (Circle of the Land: Grassland)
Paladin (Oath of Vengeance)
- Ranger (Horizon Walker) (XGtE 42)
Paladin (Oath of Glory) (TCoE 53)
An Eldritch Knight Fighter and an Arcane Trickster Rogue can also choose to get Haste at 14th or 20th level.
What Does Haste Do in 5e?
Haste provides a willing target within 30 feet with a host of buffs for 1 minute, provided you maintain concentration. Haste grants the target:
Advantage on Dexterity saving throws
The ability to perform one additional action, which can include:
Use an Object
After the effects of Haste end (10 rounds of combat, maximum), the target can’t move or take actions until after its next turn.
What Are the Rules for Haste in 5e?
The rules for Haste in DnD 5e are as follows:
You can cast Haste on yourself. The spell only states that the target must be a “willing creature,” so you can target yourself with Haste.
You can take a second action immediately after casting Haste on yourself. The effects of Haste take immediately; this has been confirmed by Jeremy Crawford.
You can take reactions the round after Haste ends. Actions and reactions are different things.
Haste’s spell description only stipulates that affected creatures can’t take actions or move until their next turn after the spell ends. It does not mention reactions, so those are fair game.
Here’s Sage Advice on the topic.
Haste doubles your speed after all other effects are calculated. For example, Fly and Haste are cast on you at the same time, you have a Flying speed of 120 feet.
Coupled with the effect of dashing and taking an extra action, a player could move 360 feet in one round. Creative players can probably dream up even crazier feats of speed.
Haste ends the moment your concentration ends. Your concentration ends if you cast another spell that requires concentration and has a chance to end when you take damage (after failing a Consitution saving throw) or are otherwise distracted at the DM’s discretion (having a wave knock into you, for example).
Haste can be twinned with Sorcerer’s metamagic. It costs 3 sorcery points, since Haste is a 3rd-level spell, and both players gain the full effects.
When your concentration or the spell ends, both players suffer from the negative effect as well (losing their next turn).
You cannot perform the following actions as your additional action with Haste:
Cast a spell
How Do I Use Haste in 5e?
Haste provides a variety of buffs, opening up opportunities for many applications. 3rd-level spell slots are prized, especially at low to mid-levels, so here are ways to optimize your use of Haste:
Buff martial classes. Spellcasters don’t gain nearly as much utility from Haste as martial classes do. The fact that you can’t use your additional Haste action to cast a spell makes the offensive part of the buff basically wasted on a caster.
A dual-wielding Rogue, on the other hand, can pull of some serious maneuvers with Haste, pulling off stunts and getting out of dodge before the enemy knows what happened.
Repositioning. Haste is a whole lot better for getting into the action rather than running away from it. The bonus AC and additional action encourage the target to get into the thick of things and make things happen.
While this is normally best for getting your damage-soaking fighter where he needs to be, it can be equally useful for hurling a Cleric into the fray to land a big support or healing spell.
Escort missions. Let’s face it — most of the folks you’re tasked with rescuing or protecting aren’t exactly hardy. Giving these NPCs bonus AC and the ability to reposition as needed ensures that they get to safety (and that you get your reward, of course).
Be mindful of concentration. Because of Haste’s negative after-effect, it’s essential that you do your best to avoid getting hit. Sorcerers get some help with proficiency in Constitution saving throws, but it’s still best to avoid that chance altogether if you can.
Haste can be used to run away, but other 3rd-level spells offer better options. Even 2nd-level Misty Step can usually get the job done if you’re just looking to get out of the thick of things.
When you run away with Haste, you still open yourself up to opportunity attacks. Of course, if there’s an item you need to interact with across the room and you’ll need to take multiple actions to get there, Haste can be a good option.
Who Can I Target With Haste 5e?
You can target any willing creature within 30 feet with Haste. Some players have tried the rather cheesy tactic of casting Haste on an enemy and then immediately breaking concentration for a guaranteed, no roll required 1-round stun.
If DMs aren’t careful and state that the creature is indeed willing to receive the buff, they do open themselves up to this possibility.
Is Haste 5e a Good Spell?
Yes, Haste is a good spell when it’s used in the right situations. At first glance, Haste actually seems overpowered. But on closer inspection, it’s unlikely a player would really benefit from each of the buffs simultaneously.
For example, someone who wants to make use of the bonus AC and advantage on Dexterity saving throws doesn’t really need double movement speed (except maybe on the first turn, to get into the action).
And someone who needs the double movement speed probably doesn’t want to get hit anyway, wasting the AC and advantage on Dexterity saving throws.
Someone who wants the additional damage from an extra attack is probably better served by other damage buffing spells, like Bless.
Losing one round of combat after Haste’s effects end is also a really terrible drawback. Of course, if the fight lasts fewer than 10 rounds anyway, you won’t need to worry about this part of the spell.
Overall, Haste has its place in the support spellcaster toolkit, but you may find that its overall utility is subpar compared to other 3rd-level spell options.
Haste 5e Compared to Slow
A frequent and obvious comparison players make between 3rd-level Transmutation spells is Haste vs. Slow. The effects of Slow are basically the opposite of Haste and used on enemies instead of allies
Affected targets have -2 AC and Dexterity saving throws, half speed, and can only take an action or bonus action. Affected creatures also can’t take reactions (meaning no opportunity attacks).
Additionally, spells cast by affected creatures have a 50% chance to take an additional turn to successfully cast.
Slow also affects a 40-foot cube (8×8 squares on a standard battle map) and affects up to 6 creatures of your choice in that space.
The only drawback to Slow is that it relies on creatures failing a Wisdom saving throw, which is repeated on each of the affected creatures’ turns.
Haste is nice because it automatically works and you have some control over its continued effect (by avoiding damage and other concentration-breaking events).
But Slow can have a much greater impact on the overall action economy if its multiple targets and lasts throughout combat.
Overall, Haste is better for single target encounters where defensive buffs and party mobility are important. Slow is better for large groups of enemies, especially those with low Wisdom modifiers.
Haste 5e DM Tips
Haste opens up a lot of activity for one player. It can be tricky to keep track of all their actions, especially if they have other features interacting with Haste in some way.
Keeping a cheat sheet of additional actions players can take while Hasted is handy for groups that toss this spell out all the time.
Additionally, be wary of the trick detailed above about Hasting an enemy only to drop concentration immediately as a way of auto-stunning a target.
While you’ll probably only fall for this once, you should allow players to get away with it if you’re silly enough to accept the Haste buff — they deserve it!
Simple Haste 5e Spell Text
Haste: (30 feet; concentration, up to 1 minute) A willing creature gains double speed, +2 AC, advantage on Dexterity saving throws, and one additional action on each of its turns. This action can be: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.