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Fly 5e D&D Guide

Fly 5e D&D Guide

Fly is a 3rd-level movement spell available to the Artificer, Sorcerer, Warlock, and Wizard spell lists.

Fly shows grounded creatures the divine feeling of rising high up into the sky. Not many creatures can fly in the same air as dragons, yet a mortal adventurer can.

The Player’s Handbook states the following:

Fly 5e

3rd-level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (the wing feather from any type of bird)

Duration: Concentration, up to 10 minutes

You can touch a willing creature. The target will gain a flying speed of 60 feet for the duration. When the spell ends, the target will fall if it is still aloft unless it’s able to stop the fall.

At Higher Levels: When you cast Fly using a 4th-level spell slot or higher, you are able to target one additional creature for each slot level above the 3rd.

Which Classes Can Pick Fly?

Traditional classes, such as the Sorcerer, Warlock, Wizard, and Artificer, freely obtain this spell.

The Sorcerer, Warlock, and Wizard can use Fly at level 5, while an Artificer can only use it at level 9.

No subclass freely unlocks Fly.

Is Fly Good in 5e?

Fly is a superb spell, primarily due to many creatures being unable to do anything to you while you’re in the air. Most creatures cannot make ranged attacks, and even fewer can fly.

Advantages – Fly

Long Duration

Fly has a maximum duration of 10 minutes. Most rounds last around 6 to 12 seconds.

If the rounds lasted 12 seconds each, you still fly for at least 50 rounds. This is long enough for almost any battle in D&D.

Note: If the concentration breaks, the times will differ.

Disadvantages – Fly

Concentration Spell

If you are the caster of Fly, your concentration will be more challenging to break as you are in the air. However, if someone else casts it on you, their concentration is easier to break.

On the ground, taking damage and being targeted by enemies is a given. So if someone else casts Fly, try protecting them at all costs. If their concentration is broken, the affected member will fall from the height they are currently flying.

Note: It can result in instant death if dropped from far above.

Material Component

Material components aren’t always difficult to obtain, but finding them takes time.

Note: If you’re near a merchant or village, trying there usually saves you the most time.

If you’re out in the wilderness, you should identify your material and see how difficult it’ll be to obtain. Luckily for spells like Fly, finding wing feathers isn’t as tricky.

You’ll need to simply find a bird or its nest and find wing feathers. It could still take some time, but it’s much easier and cheaper than finding a diamond.

Spells Similar To Fly

Spells like Polymorph, Telekinesis, Wind Walk, and Investiture of Wind have ways to make players fly.


Polymorph doesn’t give players the ability to fly. However, it can transform a player into a creature that can fly.


Even though Telekinesis can only pick up objects, players can climb onto or into them. Climbing into a bathtub and using Telekinesis to lift it enables players to fly.

Wind Walk

Wind Walk can transform up to ten creatures plus yourself into a gaseous form. While in this form, you can fly at a speed of 300 feet.

Investiture of Wind

Investiture of Wind has a few features. However, the part linking it to Fly is its ability to make the caster fly with a speed of 60 feet.

When or How Should I Use Fly?

Fly is a broad spell that can be used offensively, defensively, or to provide utility.

Combined With Haste

Haste is a spell that doubles the speed of a target. Your 60 feet of flight speed turns into 120 feet.

You also gain an additional action that players can only use to make an Attack (one weapon attack), Disengage, Hide, Dash, or use an Object action.

Note: Keep in mind that when the spell ends, you won’t be able to move until your next turn.

Reach High Places

A D&D campaign has so many obscurities made to confuse or anger players. One aspect that can be tricky to deal with is heights, but Fly makes this a breeze.

Retrieving an item from atop a high mountain, crossing a ravine as the bridge collapsed, or pulling a lever on the ceiling of a dungeon are all possible scenarios.

Fly quickly solves these scenarios. It gives a party more time to prepare for battles or rest before facing a boss. After all, spending a few hours struggling with travel seems boring, don’t you think?

Scout an Area or Battlefield

Fly has a long duration and relatively fast speed, as mentioned above. Players often go scouting if they aren’t comfortable with a scenario. In many cases, they’ll find some helpful information from doing so.

Flying above an encampment or area of interest avoids the risks of sending in your Rogue or Ranger. The member flying won’t only be safer, but they’ll be able to scout the surrounding area more accurately.

Combine With Feather Fall

If something goes wrong (and it will), or you can’t reach the ground in time, having someone with Feather Fall prepared will save your life.

Note: Having a party member die by falling is the least exciting way to start a resurrection scenario. So try and keep them alive for just a while longer.

Frequently Asked Questions

How Far Can You Fly With Fly 5e?

With Fly unmodified, a player can fly up to 12,000 feet in 10 minutes if they dash at every turn.

Does Fly Require Concentration 5e?

If you would like to fly, you’ll need to concentrate on the flight as well as when you concentrate on a spell.

Losing concentration while in flight will have you falling from whichever height you made it to.

Final Thoughts

Being able to fly will always be advantageous at some point during a campaign. Players should rather have it and not need it than not have it at all. You never know when you’ll be crossing a ravine!

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