Casting Time: 1 bonus action
Range: 30 ft
Components: V, S, M
Duration: 1 minute
Save: Wisdom
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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Material Component:
a small silver mirror
Verbal Component:
Tribuo Adytum
Verbal Component (Alternative):
(Insert name of Deity) send aid to your emissary, please provide holy sanctuary.
Classes: Cleric, Artificer
Domain: Protection
Tags: Buff, Warding
Source: Player's Handbook [5th Edition] (page 272)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
If you grapple or shove an enemy creature, does that end a sanctuary spell cast on you?
If you use the grapple or shove option in the combat rules, the sanctuary spell does end on you, since you have made an attack.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).