Pass without trace 5e – How it Works in D&D 5E

Pass without trace is one of the most underrated spells in D&D 5E, but it’s actually really powerful. Today we’re going to break down exactly how it works and how you can use it to make your adventures and campaigns more interesting and exciting!

What is pass without trace?

Every 5th level character gains a number of temporary hit points equal to his Wisdom modifier in hit points. Whenever a PC takes damage, his temporary hit points are increased by 1 temporary hit point. This increases to 2 at 6th level and 3 at 11th level. This temporary hit point count also goes up by 1 whenever he receives a short rest. The number of temporary hit points each PC will gain increases with his levels, but stays at the same value each level.

Pass without trace is a combat spell that restores a PC’s hit points to full immediately. While the spell is active, the PC has 1 temporary hit point in reserve.

How does pass without trace 5e work?

When you cast Pass without Trace, you negate all beneficial effects that would normally result from a successful Sneak Attack on a creature you can see. This includes the effects of a barbarian’s smash attack, but does not include the effects of any buffs or debuffs you cast, unless those buffs and debuffs specifically target you. Any damage you might take while using this spell is considered nonlethal for the purposes of the game, and can not be blocked by armor.

If you successfully block an attack using the Sneak Attack feature on your class, or any other Sneak Attack feature, the target of the attack automatically fails the Sneak Attack roll, and any benefits that would normally result are negated. This includes the 1d8 Sneak Attack damage bonus from your class’s Sneak Attack feature.

Why is pass without trace 5e more powerful than you think?

Pass Without Trace can be pretty subtle, especially compared to some of the more flashy spells available to dragonspawn and draconians. What makes it powerful is that unlike most spells, Pass Without Trace always reliably accomplishes its magic’s effects.

That may sound odd, but for you it’s going to be very helpful!

You can cast Pass Without Trace right after you run out of breath, or when you take a hit in combat. If you’re looking for a new way to finish off a foe who’s going down but isn’t dead, that’s for you!

Here’s how it works:

You cast Pass Without Trace by saying a simple prayer. If you used an action instead, you can simply cast it without moving from where you’re standing. It then acts like any other elemental magic.

It’s not just for sneaky characters

It might look like you have to be sneaky and clever to use this spell, but it really isn’t that hard at all. First, let’s look at the mechanics of the spell.

The spell generates 1d6 of Wound that you can deal to a PC as a free action.

and a PC as a free action. At 6th level, the creature must have hit DC 10 on a save to avoid a hit.

of Wound that you can deal to a PC as a free action. At 6th level, the creature must have hit DC 10 on a save to avoid a hit. At 7th level, the creature must have hit DC 12 to avoid a hit.

to avoid a hit. At 7th level, the creature must have hit DC 15 to avoid a hit.

You can use the 2d6 bonus on both rolls.

You can end the effect on yourself with a bonus action.

Note that you can have a DC 10 or higher on your DC 10.


Today we’ve discussed Pass Without Trace from a number of different angles, covering the skill’s mechanics and what you can do with it to really take advantage of the trickster archetype. So without further ado, let’s get into it!

Pass Without Trace

So what is Pass Without Trace? For those of you who may not be familiar with it, it’s an advanced spell. This means that while you’re casting it, you have to pay attention to what you’re doing at all times. In fact, the entire cast can be shut down if you fail to pay attention for more than three seconds.

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