Freedom of Movement

Level & School
4th-level abjuration
Casting Time
Action
Range
Touch
Components
V, S, M (a leather strap)
Duration
1 hour
Classes
Bard, Cleric, Druid, Ranger

You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.

In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Level & School
4th-level abjuration
Casting Time
Action
Range
Touch
Components
V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration
1 hour
Classes
Bard, Cleric, Druid, Ranger

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Freedom of Movement 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version explicitly grants the target a Swim Speed equal to its Speed, which the 2014 version does not specify. The 2024 version clarifies that spells and magical effects cannot cause the target to have the Paralyzed or Restrained conditions, whereas the 2014 version states spells and effects cannot cause paralysis or restraint but does not specify conditions explicitly. The 2024 version adds the ability to target additional creatures with higher spell slots, which the 2014 version does not include.

Spells similar to Freedom of Movement

  • Fly, 3rd-level transmutation

    Both are mid-level touch buffs that change how a creature can move for up to minutes and are commonly cast to overcome terrain or mobility challenges.
  • Gaseous Form, 3rd-level transmutation

    Each spell temporarily lets a creature ignore normal movement impediments and bypass physical restraints to travel where they otherwise couldn't.
  • Haste, 3rd-level transmutation

    Haste and this spell are chosen to bolster a creature's battlefield mobility and survivability with a short-duration support effect.
  • Longstrider, 1st-level transmutation

    Both provide non-damaging movement-focused benefits that last an hour and are simple, on-target ways to improve a creature's mobility.
  • Water Walk, 3rd-level transmutation

    This spell, like the target, specifically addresses moving through or over difficult terrain (water) so parties can traverse environments they otherwise couldn't.