Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.
Invisibility turns a creature invisible until the spell ends or they attack/cast a spell. While invisible, the creature is heavily obscured for hiding purposes and gains the usual unseen-attacker benefits.
This Invisibility 5E guide covers combat vs infiltration use and when Greater Invisibility is worth the higher slot.
Spell Level: 2nd
Spell Type: Illusion
Casting Time: 1 Action
Range: Touch
Component Requirements: Verbal, Somatic, Material (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Class: Bard, Sorcerer, Warlock, Wizard
At Higher Levels: +1 target per slot above 2nd
How does Invisibility work?
Touch a creature — it becomes invisible until the spell ends. The spell ends early for a target that attacks or casts a spell.
Invisible creatures can still be detected by noise, tracks, See Invisibility, True Seeing, and crowded spaces.
Best uses
- Scout ahead for 10 minutes without eating a cantrip slot every round
- Set up a Rogue’s first strike (remember: attacking ends it)
- Extract a wounded ally past a hallway of archers
Invisibility vs Greater Invisibility
Greater Invisibility (4th) persists through attacking — that is the real combat stealth spell. Standard Invisibility is primarily utility and first-strike setup.
Frequently Asked Questions
Does Invisibility give advantage on attacks?
When you are unseen, you typically attack with advantage — then the spell ends because you attacked.
Can enemies ready an action against an invisible creature?
They can try if they guess your location. Hiding after becoming invisible is still wise.
Does it affect worn equipment?
Yes — carried/worn gear becomes invisible with you for the duration.