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 or casts a spell that affects an enemy creature, this spell ends.
How Sanctuary plays
As a bonus action, you ward a creature within 30 feet for 1 minute, with no concentration. Any creature that targets it with an attack or a harmful spell must first make a Wisdom saving throw; on a failure, it has to choose a new target or lose the attack or spell. Area effects, like the explosion of a Fireball, ignore the ward.
The ward ends as soon as the protected creature makes an attack or casts a spell that affects an enemy. Everything else is allowed, which is why it suits a healer: the warded creature can heal and buff allies, Dash, Dodge, use items and pull a friend out of danger.
When to pick Sanctuary
Clerics who spend their turns healing. Warded, you can walk up to a downed ally in the middle of a fight far more safely.
Protect someone who can’t protect themselves: an ally at 0 hit points, a prisoner you’re rescuing, a familiar carrying the key.
It costs only a bonus action, but the bonus-action spell rule still applies: the only other spell you can cast that turn is a cantrip with a casting time of 1 action.
Skip it against enemies with strong Wisdom saves or a lot of area damage. It does nothing against a dragon’s breath.
Common questions
Can I heal while Sanctuary is up?
Yes, in the 2014 rules. Only attacks and spells that affect an enemy end it, so healing and buffing allies is fine. The 2024 version ends if the warded creature casts any spell, deals damage or makes an attack roll.
Does Sanctuary protect against area spells?
No. It only works against attacks and harmful spells that target the warded creature. Fireball, a breath weapon or Spirit Guardians affect it normally.
Can I cast Sanctuary on a dying ally?
Yes, and it’s one of its best uses. Enemies that want to finish off an unconscious ally with attacks must pass a Wisdom save first, which buys time to get healing to them.
Does Sanctuary stop grapples and shoves?
In the 2014 rules, grappling and shoving are special melee attacks made with the Attack action, so a creature that tries one against the warded creature must make the save first.
What changed in the 2024 rules?
The ward now only covers attack rolls and damaging spells, so a spell like Hold Person gets through without a save. And it ends if the warded creature makes an attack roll, casts any spell or deals damage.
1st level, concentration: aberrations, celestials, elementals, fey, fiends and undead attack the target with disadvantage and can’t charm, frighten or possess 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
Bonus Action
Range
30 feet
Components
V, S, M (a shard of glass from a mirror)
Duration
1 minute
School
Abjuration
Level
1
Classes
Cleric
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.