Enlarge/Reduce 5e: Mechanics and Guide to Using the Spell

Casting Time

1 action

School

Transmutation

Damage/Effect

Buff

Range

30 feet

Class

Sorcerer, Wizard

Attack/Save

Constitution

Duration

1 minute ©

Level

2

Components

Verbal, Somatic, Material

Spell Description:

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category– from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category–from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws.

The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

2nd Level, Transmutation, Buff

Level: Sorcerer (3), Wizard (3), Artificer (5), Eldritch Knight (8), Arcane Trickster (8) Bard (10, Magical Secrets)

Materials Required: A pinch of powdered iron

Number of Targets: 1

Die Type: d4

Number of Dice: 1

Damage Type: N/A

Save: Constitution

Damage On Successful Save: N/A

Statuses Inflicted: Target size is increased or decreased by 1 order of magnitude

Status Duration: Up to 1 minute

Affected By Cover: No

Advantage: Strength

Disadvantage: Strength

Who can cast Enlarge/Reduce?

Sorcerers, and Wizards can all start casting Enlarge/Reduce at 3rd level when they get their first level 2 spells. Artificers won’t get their first 2nd level spell slots until 5th class level.

Eldritch Knights and Arcane Tricksters will have to wait until the 8th level because they don’t get their level 2 spells until then. Bards can take Enlarge/Reduce with their Magical Secrets feature, which most get at level 10.

What is Enlarge/Reduce?

Enlarge/Reduce allows the caster to target a creature or object and change its size by one order of magnitude (i.e. Medium to Large). If the target is an unwilling creature, the creature can make a Constitution saving throw to negate the effect.

If the target is a creature, everything it is holding and wearing changes size with it, and if it drops an object that has changed size, its size reverts immediately. Weapons that have changed size have their damage affected by the spell, increasing or decreasing depending on whether they are bigger or smaller.

When and Where should I cast Enlarge/Reduce?

Enlarge/Reduce can be used to make an ally more imposing and help them block in the front lines more effectively.

It can also be used on enemy weapons to make them unwieldy or impossible for an enemy to operate effectively or on enemy armor to make it ineffective.

Why should I take Enlarge/Reduce?

Enlarge/Reduce has several niche utility uses that can be helpful both in battle and in puzzle solving.

Common Questions About Enlarge/Reduce