S, M (A glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration
Concentration, Up to 1 minute
School
Illusion
Level
3
Saving throw
Wisdom
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
How Hypnotic Pattern plays
You create a swirl of color in a 30-foot cube up to 120 feet away. Each creature in the cube that sees it makes a Wisdom saving throw, and those that fail are charmed for up to a minute while you concentrate. While charmed this way, a creature is incapacitated and its speed is 0. There’s no save at the end of its turns: the spell ends for a creature only when it takes damage or someone uses an action to shake it out of its stupor.
A good pattern takes half an encounter out of the fight with one action. The party deals with the rest a few at a time, then wakes the hypnotized ones on its own terms. Incapacitated creatures also lose concentration, so an enemy caster caught in it drops whatever spell it was holding.
When to pick Hypnotic Pattern
Bards, sorcerers, warlocks and wizards facing groups too tough to burn down in one turn. It’s one of the strongest 3rd-level spells in the game.
Mind the cube. Thirty feet a side is big, and allies inside who see the pattern have to save too. Cast it before melee closes, or place it so your front line is outside.
Tell your party. One stray Fireball or a hit on the wrong target undoes the spell for that creature. Fight the enemies still standing first.
Check what you’re facing. Creatures that can’t be charmed, like ghouls and many constructs, ignore it, and so do creatures that can’t see the pattern.
Common questions
Does damage end Hypnotic Pattern?
Yes, any damage at all, even 1 point, ends it for the creature that took it. Area spells and stray hits wake up whoever they touch, so save them until the hypnotized creatures are the last ones left.
Do hypnotized creatures get a save every turn?
No. Unlike most control spells, there’s no repeat saving throw. The spell lasts the full minute unless the creature takes damage, someone shakes it awake, or your concentration ends.
Can enemies wake each other up?
Yes. Any creature can use its action to shake an affected creature out of the trance. That costs the enemy its action, so even a partial rescue is a good trade for you.
Do attacks against a hypnotized creature have advantage?
No. Charmed and incapacitated don’t give attackers advantage, and a hit ends the spell for that creature anyway. The value is in keeping it out of the fight, not in setting it up for a big hit.
What won’t Hypnotic Pattern affect?
Creatures immune to being charmed, such as ghouls, animated armor and gelatinous cubes, and creatures that can’t see the pattern, like a blinded creature or one that perceives only through blindsight.
Does Hypnotic Pattern affect my allies?
Yes. Every creature in the cube that sees the pattern must save, and you can’t exclude anyone. An ally who fails can be shaken awake with an action.
3rd level: up to six creatures you choose, so no risk to allies. Halved speed, −2 AC and Dexterity saves, no reactions and one action or bonus action a turn, with a save each turn. Damage doesn’t end it.
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
120 feet
Components
S, M (a pinch of confetti)
Duration
Concentration, up to 1 minute
School
Illusion
Level
3
Classes
Bard, Sorcerer, Warlock, Wizard
Tags
concentration
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.