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.
How Haste plays
One willing creature you can see within 30 feet gets four things for up to a minute: its speed doubles, it gains +2 to AC, it has advantage on Dexterity saves, and it gets an extra action each turn. That action is limited to one weapon attack, Dash, Disengage, Hide or Use an Object.
The price comes when it ends. If your concentration breaks or the minute runs out, the hasted creature can’t move or act until after its next turn. On a fighter mid-fight, losing Haste early means losing a whole turn at the worst moment. It’s a spell of big rewards and real risk.
When to pick Haste
Cast it on your best attacker: a fighter, paladin, ranger or barbarian gets an extra weapon attack every turn, and the +2 AC keeps them standing.
Protect your concentration. The caster should stay out of reach; a wizard who gets hit and fails a Constitution save costs the fighter a turn.
Consider it on yourself for escape or skirmishing: double speed plus an extra Dash or Disengage covers a lot of ground.
Common questions
Can the extra action from Haste be used to cast a spell?
No. It can only be used to Attack (one weapon attack), Dash, Disengage, Hide or Use an Object. Casting a spell, even a cantrip, isn’t on the list.
Does Haste work with Extra Attack?
No. The hasted action allows only one weapon attack, even if your Attack action normally gives you two or more.
What happens when Haste ends?
The target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. It effectively loses a turn. It can still be targeted and can still make saving throws.
Can I cast Haste on myself?
Yes. You’re a willing creature you can see. Just remember you’re also the one concentrating, so taking damage is doubly dangerous.
Does Haste stack with Action Surge?
Yes. A fighter can take their normal action, the hasted action and an Action Surge action in the same turn.
Does Haste stack with Boots of Speed?
They’re different effects, so they can combine. Tables differ on whether two doublings make four times the speed or three; the Player’s Handbook doesn’t say. Ask your DM.
Also 3rd level: up to six enemies lose half their speed, take −2 to AC and Dexterity saves, and can do less each turn. Often stronger than Haste against groups.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
30 feet
Components
V, S, M (a shaving of licorice root)
Duration
Concentration, up to 1 minute
School
Transmutation
Level
3
Classes
Sorcerer, Wizard
Tags
concentration
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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.