Book of Spells and Magical Effects
Bottom Line Up Front
In 5e Dungeons and Dragons, Misty Step is one of the most useful transportation spells in the game and incredibly valuable to the more delicate character classes. As a Bonus Action, Misty Step allows squishy casters to escape axe-wielding enemies while still being able to use their Movement and Action.
Common Questions about Misty Step 5e
How does Misty step work 5e?
You speak a word. Then, you are briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Can you carry someone with misty step?
Misty Step affects the caster only.
What classes have misty step 5e?
Wizard, Warlock and Sorcerer classes have Misty Step in their spell lists but there are a number of Sub-Classes that also have access.
Can you misty step out of grapple?
Yes. Grapple prevents you from moving but you may say the magic word and step away.
Does Misty step use a spell slot?
There are some races with the innate ability to Misty Step and you can cast it using the Fey Touched Feat. However, in general, casting this spell requires a 2nd Level Spell Slot.
In Point Form
School: 2nd-level conjuration
Casting Time: 1 bonus action
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Source: Players Handbook, page 260
The Breakdown – Misty Step 5e
This is a great spell for survivability and role playing. First, being able to step away from an enemy or over to a safe spot is priceless. Second, being surrounded by silvery mist and disappearing into thin air is pretty damn wizardly. If you don’t like that effect, you can even chat with your DM and change surrounded by silvery mist into something that fits your unique character. Your Wizard could disappear in a flash of orange light reminiscent of a Fireball. A Favored Soul Sorcerer could appear to be wrapped in celestial wings. A Warlock could be surrounded by a yellow, sulfurous, cloud.
As a 2nd Level spell, Misty Step is a spell that will keep your caster alive. At 3rd Level, Wizards and Sorcerers, have two second level spell slots and then three slots up to max level. Using those 2nd Level Spells to keep your blaster mage alive is definitely worthwhile.
Warlocks, on the other hand, only have two spell slots but the have the high damage Eldritch Blast Cantrip to throw around after stepping out of danger.
So a Warlock can step away and keep blasting with their high damage Cantrip. A Wizard or Sorcerer usually use it to escape danger so that they can fire off some big damage on a subsequent round.
Casting a Second Spell
After you cast Misty Step as a Bonus Action, you can also cast a Cantrip with a casting time of one Action.
Attack of Opportunity, Grapple and Restraining Spells
Misty Step doesn’t require you to move so you get to slip away from lots of things. It does not provoke Attacks of Opportunity. You can escape a grapple or non-magical restraints. You can step out of thinks like Entangle and Spike Growth without taking damage.
It can be used for more than just running away. The Vengeance Paladin and Eldritch Knight are more likely close gaps or get on top of flying opponents in order to bring your foes in range of their blades.
Out of Combat
Misty Step has a host of possibilities out of combat. Your Character might use the 30 foot range to get past a lookout. You could transport from a dark alley or rooftop through a window and into a room that you can see below.
Other than Spell Slots
The Githyanki use Psionics to cast Misty Step in Fifth Edition Dungeons and Dragons. There are some other ways to step misty such as:
Fey Touched Feat
Among other things, Fey Touched allows you to cast Misty Step once per long rest.
In Eberron, a Mark of Passage Human can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability.
Similar to Misty Step 5e
The Eladrin have the ability to Fey Step as a racial ability. There are two versions but I like Mordenkainen’s version and it’s probably had a lot more thought put into it.
In the Dungeon Master’s Guide, you see that the Eladrin have an innate ability to cast it. You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
In Mordenkainen’s Tome of Foes, you see this more detailed version. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd lvl, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
As a 6th level Conjurer, “you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st or higher.”
At 6th Level, a Shadow Monk will gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
At the 6th Lvl, Artificers gain access to this infusion.
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Starting at 6th lvl, an Archfey Patron Warlock can use a reaction to vanish in a puff of mist. You turn invisible and teleport 60 feet.
At 7th level, a Horizon Walker Ranger learns to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.