Mending 5e: Wait, I Can Fix That!

Casting Time

1 action

School

Transmutation

Damage/Effect

Utility

Range

Touch

Class

Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Attack/Save

None

Duration

Instantaneous

Level

0

Components

Verbal, Somatic, Material

Spell Description:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.

As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Cantrip, Transmutation, Utility

Level: Artificer (1), Bard (1), Cleric (1), Druid (1), Sorcerer (1), Wizard (1), Eldritch Knight (8), Arcane Trickster (8) 

Materials Required: Two lodestones

Number of Targets: 1

Die Type: None

Number of Dice: None

Damage Type: None

Save: None

Damage On Successful Save: None

Statuses Inflicted: Fixes a break of no more than 1 foot, leaving no trace of the damage

Status Duration: Instantaneous

Affected By Cover: No

Advantage: None

Disadvantage: None

What is Mending?

Mending is a Cantrip level utility spell that allows players to fix broken objects. It is meant to fix small breaks and rips, such as a torn sleeve or a broken key, nothing large.

The spell can be used to repair magic items, but if the break caused the magic to dissipate, the magic would not return simply by using the mending spell.

Who can cast Mending?

Mending is very much an “everyone and their mother” spell. Artificers, Bards, Clerics, Druids, Sorcerers, and Wizards can all start casting Mending at the 1st level as it is a cantrip.

Eldritch Knights and Arcane Tricksters will need to wait until the 8th level when they can begin to cast Transmutation spells before they can cast the spell.

When and Where should I cast Mending?

Mending can be cast in any situation where fixing an item would be necessary. Using the Mending spell, a broken handle, a ripped shirt, a destroyed piece of parchment, or a cracked glass would all be fixable.

Why should I take Mending?

Mending’s uses are generally not combat-focused. It’s good for roleplay and puzzle-solving, but in combat, you won’t find many benefits for it at all.

Roleplay can be used to fix something to gain favor with its owner or help someone. In puzzle-solving, it might help fix a broken key or handle.

Common Questions About Mending

Can Mending fix weapons and armour?

Yes, Mending can fix weapons and armor so long as the breaks are no more than 1 foot in any dimension.

Can mending remove rust?

No. Rust is formed of a chemical reaction; it is not a break or a tear. 

Can Mending be used to heal a Warforged?

No. Mending can only target an object, and Warforged are considered to be creatures.

Can Mending be used on corpses?

Yes. Mending can fix breaks or tears in an object, and corpses are objects.

Alternatives to Mending

  • Tool Proficiency

How to Use Mending

For Players

Mending’s use is undoubtedly notable. Though it may not be helpful in the heat of combat, fixing objects will be extremely useful in the roleplay and puzzle-solving sectors. When gathering loot, look for items that you might be able to fix to gain more insight into the world you are playing in.

Mending can also be used to fix non-magical weaponry and armor, so if your allies suffer any minor damages to their gear, you can fix it with Mending. Depending on your DM’s interpretations, you could also use mending to fix broken arrows to use them again.

For Dungeon Masters

Incorporating puzzles that will give satisfying uses of Mending is relatively straightforward. Ripped scraps of paper to make a map, a broken door handle or key, a lever that has been jammed, and a damaged hinge are all ways you can incorporate Mending’s uses to provide the players with the possible uses for their spells.

For roleplay scenarios, perhaps include a damaged ritual garment that must be repaired before a critical festival or a broken sentimental necklace that belongs to an important NPC.