Sanctuary
AbjurationYou 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.
Spell Details
Player Guide
Cast Sanctuary on your most vulnerable ally (wizard, cleric, or downed party member) before enemies close in, forcing attackers to risk failed saves before committing actions. Use it reactively when a dangerous enemy targets an ally, creating action economy advantage by forcing wasted turns. Remember the spell breaks if the warded creature attacks, so coordinate with allies to avoid friendly fire and maintain protection throughout the encounter.
Spell Combos
DM Tips
Remember that Sanctuary breaks if the warded creature makes an attack roll, casts a spell that targets an enemy, or deals damage—clarify this with players before combat. Consider enemy intelligence: smart foes will focus fire on other party members or attempt group saves rather than wasting actions.