Haste
3rd-Level Transmutation Spell (Artificer, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also Climbing , Crawling , Flying , Jumping , Swimming and Combat .
Special Speeds. Some creatures have special speeds, such as a Burrow Speed , Climb Speed , Fly Speed , or Swim Speed , each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or d ... [more]
is doubled, it gains a +2 bonus to An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.
Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also Attack Roll .
, it has If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
(one attack only), When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed , you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. See also Speed .
, If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.
, [[errata]]
Editor's Note The Hide action has been modified so the Dexterity (Stealth) check is only made when the first enemy attempts to notice you.
[[/errata]]
With the Hide action, you try to conceal yourself. You must be Heavily Obscured or behind Three-Quarters Cover or Total Cover , and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.
While you are hidden, the next time a creature might notice you, you must make a Dexterity (Stealth ) check contested by its Wisdom (Perception ). If you succeed, you gain the Invisible condition. As long as you are hidden, you will use the same Dexterity (Stealth ) check result for any further enemies to notice you.
You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
, or You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action.
When the spell ends, the target is While you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action , Bonus Action , or Reaction .
No Concentration. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative , you have Disadvantage on the roll.
and has a A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also Climbing , Crawling , Flying , Jumping , Swimming and Combat .
Special Speeds. Some creatures have special speeds, such as a Burrow Speed , Climb Speed , Fly Speed , or Swim Speed , each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or d ... [more]
of 0 until the end of its next turn, as a wave of lethargy washes over it.
Source: Player's Handbook, p. 284