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Invisibility 5E Guide

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.