Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Buff
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.
* - (a shaving of licorice root)
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Posted May 15, 2026You can if one of those spells is a scroll (Use an Object)
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Posted Aug 30, 2026Yes, a phenomenal use for a double agent at the start of a boss fight. Just remember the target has to be willing.
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Posted Aug 30, 2026...
It does though. It doubles your speed. Did you need to reread it or is this some weird unannounced errata somehow?
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Posted Aug 30, 2026Answer. "Actions" in this case is all actions, bonus actions, object interactions, and reactions. (Not movement, but that is seperately blocked here.)
There's a seperate section in the rest of the rules that defines this for any effect that says "can't take actions". I believe it's in the "what is an action" section.
This also means the target of crown of madness doesn't get to freely use their bonus action after the random action they did in their madness happens to fulfill a bonus action requirement.
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Posted Aug 30, 2026Haste would persist on the creature (which also currently counts as an object while it is a corpse) as long as YOU held the spell, giving their body +2 AC somehow, 2 times it's speed (of currently zero), and an extra action and advantage on dex saves... if their current condition didn't preclude them from taking any actions and auto-failing dex saves on account of being dead.
Hypothetically, if your cleric buddy ran over and cast Revivify on them before the duration ended and brought them back in the fight they would be fine and still benefiting from Haste.
Alternatively, you could manually drop concentration to end the spell at any time, no action required and it doesn't even need to be your turn. So you could then cast another concentration spell on something else when it's your turn again.
Hopefully you don't drop it right after the cleric revives them, as that would trigger the lethargy round for them.
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Posted Aug 30, 2026You cast it on an ally, then never let your own concentration break because it would have to be YOU taking damage rather than the one benefiting from Haste.
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Posted Aug 30, 2026You can give your mount plate barding for 18 base AC if you have the gold. That's 20 with Haste. More than enough when enemies always have disadvantage.
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Posted Aug 30, 2026Bard DOES get this... with Magical Secrets.
My SS/XBE Fighter Bard riding atop his armored Find Greater Steed Griffon, Hasting both of us so my Griffon has 160 ft fly speed and 3 attacks, while my Hand Crossbow becomes a minigun that I can fire 4 times in a round with about 20 damage per shot.
*Ride of the Valkyries begins to play from beyond the horizon, and the enemies begin to tremble.*
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Posted Aug 30, 2026Order cleric might have a feature that does this. Battlemaster's Commander's strike would work too except that it uses the allies reaction.
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Posted Aug 30, 2026*sigh* This was never the rule.
This was NEVER the rule.
It is a messed up short hand of the 2014 rule "if you use a bonus action to cast a spell, then any other spells you cast that turn must be cantrips."
Meaning yes, you CAN have a 17th level Eldritch Knight cast Fireball, action surge, then cast fireball again completely RAW. Why take even this little uniqueness away from them? They get so little already.
Or a wizard casts a spell, it gets counterspelled, but as a reaction the wizard casts their own counterspell to push the first spell through (unless the enemy counterspell was upcasted.)
Even if are using 2024 rules the rule is in regards to "spending multiple spell slots" being blocked in a turn. Scrolls bypass this, magic items bypass this, a half a dozen class and subclass features bypass this, and any feat that gives you a spell that you can cast once "without spending spell slots" all LET you cast Multiple. Leveled. Spells. In. One. Turn.
The blanket, "no two leveled spells per turn" error is an easy enough mistake to believe when someone who hasn't read the rules or is forgetting explains it to a new player, but it IS wrong.