Level 3 Transmutation spell available to Sorcerers and Wizards. An extra Action every turn, +2 Armour Class, double movement, and Advantage on Dexterity saves. It is the strongest spell at this level and it is not remotely close. It also has a trap attached.
Spell description: Target yourself or an ally to become Hastened. The creature gains +2 Armour Class, Advantage on Dexterity Saving Throws, doubled Movement Speed, and one additional Action per turn. When the condition ends, the creature becomes Lethargic.
Spell properties
- Range: 9m (30ft)
- Duration: 10 turns
- Concentration spell
- Conditions applied: Hastened; Lethargic
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Haste at higher levels provides no additional benefits.
How to obtain Haste
- Sorcerer, Wizard at Class level 5
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
Source item: Darkfire Shortbow
HASTE
Level 3 Transmutation SpellTarget yourself or an ally to become Hastened. The creature gains +2 Armour Class, Advantage on Dexterity Saving Throws, doubled Movement Speed, and one additional Action per turn. When the condition ends, the creature becomes Lethargic.
CONDITIONS APPLIED
Condition: Hastened
- One additional Action each turn.
- +2 bonus to Armour Class.
- Movement Speed is doubled.
Advantage on Dexterity Saving Throws.
Condition: Lethargic
- Applied when Haste ends or Concentration is broken.
- The creature cannot move or act for a full turn.
When to cast Haste
An extra Action a turn is not a buff, it is a second character. Put it on whoever hits hardest, which is almost always the Fighter with Extra Attack, and watch them make four or six attacks a round instead of two or three.
Haste on a martial beats casting almost any damage spell yourself. Your Wizard’s turn is worth less than a Hasted Fighter’s extra turn, every single round, for ten rounds. This is the whole reason the spell is banned in half of the internet’s house rules.
Now the trap. It is Concentration, and when it breaks, the target becomes Lethargic and loses their entire next turn. So a Wizard who gets hit and drops Concentration has not just removed the buff, they have stunned their own Fighter in the middle of a boss fight.
Which means Haste is a spell you cast from safety, on a caster who is not going to be touched, ideally with Warding Bond or Mirror Image up first. Cast it recklessly and it is a liability. Cast it properly and it wins fights on its own.
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