Haste Spell

Haste 5e: Extra Action, Concentration, and Lethargy

Last Update:July 12, 2025

Haste looks like a straightforward offensive buff, but its best target is not always the character with the largest weapon. I like it most when the party can exploit the whole package: doubled speed to reach the right place, +2 AC and Dexterity-save advantage to survive there, and a flexible extra action every turn. The dangerous part is what happens when concentration ends.

An adventurer accelerated by the Haste spell

Haste 5e — Quick Spell Reference

Haste
3rd-level • Transmutation
Casting Time1 action
Range30 feet
Components V, S, M(a shaving of licorice root)
DurationUp to 1 minute
ConcentrationYes
RitualNo
ClassesArtificer, Sorcerer, Wizard
SourceBasic Rules (2014), pg. 250

What Haste Does in the 2014 Rules

Choose one willing creature the caster can see within 30 feet. Until the spell ends, that target gains four benefits:

  • its speed is doubled;
  • it gains a +2 bonus to Armor Class;
  • it has advantage on Dexterity saving throws; and
  • it gains one additional, restricted action on each of its turns.

The spell does not grant another turn, bonus action, or reaction. The normal action and the hasted action can be taken in either order, and movement can be divided around them as usual.

The target must be willing when the spell is cast. Haste cannot be forced onto an enemy merely to end concentration and inflict the later lethargy.

What Can the Hasted Action Do?

The extra action can take only one of these options:

  • Attack, limited to one weapon attack;
  • Dash;
  • Disengage;
  • Hide; or
  • Use an Object.

It cannot cast a spell, Dodge, Help, Search, Ready an action, or activate a feature that requires a different named action. “Use an Object” is also not permission to activate every magic item: the 2014 magic-item rules distinguish an item’s special activation from the ordinary Use an Object action.

Dash with the hasted action adds movement equal to the target’s current speed after Haste doubles it. A creature with a normal 30-foot speed has a 60-foot speed while hasted; one Dash makes 120 feet of total movement available, while using both its normal action and hasted action to Dash can make 180 feet available before other modifiers.

A hasted warrior racing across a battlefield

Haste and Extra Attack

When the hasted action is used to Attack, it permits exactly one weapon attack. A 5th-level fighter does not make two attacks with that action, even though Extra Attack applies when the fighter takes the Attack action normally. The spell’s specific one-attack limit controls its extra action.

The character can still use Extra Attack with their regular action, then make one more weapon attack with the hasted action. On-hit features can apply to that additional attack when their own conditions are met. A paladin might smite, for example, while a rogue might apply Sneak Attack if it has not already been used on that turn and the attack qualifies.

Sneak Attack is limited to once per turn, so merely making a hasted attack on the rogue’s own turn does not create a second Sneak Attack on that same turn. Some rogues use the hasted action to attack, then Ready their normal action for a qualifying attack on another creature’s turn. That tactic spends the rogue’s reaction and depends on the Ready rules and a valid trigger.

Concentration Is the Real Cost

Haste lasts for up to 1 minute, but only while the caster maintains concentration. The spell competes with every other concentration option, and the caster may need to make Constitution saving throws after taking damage.

The target’s +2 AC does not protect the caster unless the caster targeted themself. If Haste is supporting a front-line ally, the caster should use distance, cover, and defensive features to reduce the chance that one failed save removes the buff at the worst moment.

Haste also ends if it is dispelled, the caster becomes incapacitated or dies, the duration expires, or another rule ends concentration. Every one of those endings causes the spell’s lethargy; it is not limited to voluntarily dropping concentration.

What Happens When Haste Ends?

Under the 2014 spell, the target cannot move or take actions until after its next turn. If Haste ends just before the target’s turn, that entire turn passes without movement or actions. If it ends just after the target acted, the restriction remains through the target’s next turn.

This drawback is why Haste can be risky against enemies with Dispel Magic or when the caster is likely to take repeated damage. Ending the spell before combat is completely over may cost the target a crucial turn. When possible, let the duration expire only after danger has passed.

The lethargy is not a separate concentration effect, saving throw, or condition in the 2014 text. It cannot be ended simply by restoring hit points, and the original caster cannot resume Haste without casting it again.

A hasted fighter striking before nearby enemies can react

Who Makes the Best Haste Target?

A good target can exploit more than the extra attack. Consider:

  • a melee combatant who needs doubled speed to reach priority targets;
  • a durable ally whose improved AC makes enemy attacks miss more often;
  • a character with a powerful once-per-hit feature and several chances to land it;
  • a mobile objective carrier who may need Dash or Disengage; or
  • the caster themself, when the defense and movement justify the concentration risk.

Haste is less appealing when the likely target already struggles to hit, when one extra weapon attack adds little, or when another concentration spell could affect several enemies. It has no higher-level casting benefit, so a 4th-level slot changes none of its numbers.

2014 vs. 2024 Haste

The 2024 version keeps the same core benefits and the one-attack limit. Its extra action uses the renamed Utilize action in place of 2014’s Use an Object action.

The ending penalty is clearer and somewhat stricter. The 2024 target becomes Incapacitated and has a Speed of 0 until the end of its next turn. The Incapacitated condition prevents actions, bonus actions, and reactions, while Speed 0 prevents movement. The 2014 text instead says the target cannot move or take actions until after its next turn without assigning a condition.

The class list in the 2024 Player’s Handbook is Sorcerer and Wizard. Artificer is not a class in that book, although campaigns using the older Artificer can follow their chosen compatibility rules.

Frequently Asked Questions

Can the hasted action cast a spell?

No. Cast a Spell is not one of the permitted uses.

Does Extra Attack work with the hasted action?

No. That action allows only one weapon attack. Extra Attack still works with the target’s regular Attack action.

Does Haste double every movement speed?

The spell doubles the target’s speed. If a creature has multiple speeds, apply the rules to the speeds it has rather than inventing a new movement mode.

Can the caster end Haste to make an enemy lose a turn?

The spell can target only a willing creature, so this is not normally an offensive tactic.

Does upcasting Haste add another target?

No. The spell has no higher-level benefit in either the 2014 or 2024 version.