Tenser's Floating Disk is a first-level transmutation spell in D&D 5e that creates a floating square of force, serving as a stable platform, transport, and tactical tool. Casting requires one action and produces an eight‑foot square that can support up to 500 pounds and move with your help. It persists for ten minutes, is difficult to destroy, and interacts in specific ways with movement, falling, and creature abilities. Understanding these rules helps both players and DMs use the spell reliably in exploration, combat, and problem‑solving.
Spell Basics at a Glance
At a high level, Tenser's Floating Disk offers reliable, repositionable cover and a mobile surface. It belongs to the transmutation school, requires somatic and verbal components, and is available to several classes. Below are the core mechanical details you can reference at any table.
Core Attributes
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Level | 1st | Player's Handbook |
| School | Transmutation | Player's Handbook |
| Casting Time | 1 action | Player's Handbook |
| Range | Touch | Player's Handbook |
| Duration | Concentration, up to 10 minutes | Player's Handbook |
| Size | 8‑foot square | Sage Advice Compendium |
| Weight Capacity | 500 pounds | Sage Advice Compendium |
| AC | 10 + Dexterity modifier (minimum 10) | Sage Advice Compendium |
How the Disk Moves and Supports Weight
You can move the disk up to 60 feet as a bonus action on your turn, provided you maintain concentration. It follows you within range and obeys simple commands, staying within 20 feet of you unless you direct it otherwise. Each creature on the disk counts as if it is aiding when you push or pull the disk, which can help position it in tight spaces or during combat.
Capacity and Stability Rules
- Maximum load: 500 pounds, including creatures, gear, and objects.
- If the load exceeds capacity, the disk becomes unstable; it requires a successful DC 10 Dexterity (Acrobatics) check at the start of each of your turns or it collapses, dropping creatures prone.
- An unwilling creature can attempt to avoid occupying the disk by succeeding on a DC 10 Dexterity saving throw.
Tactical Uses in Exploration and Combatcross
Exploration Applications
In exploration, the disk can bridge gaps, serve as a mobile bridge over pits or hazards, and provide a dry surface in swamps. It can support structures or act as a steady platform for intricate tasks. Because it moves with you, you can reposition it to reach higher ledges when combined with climbs or jumps, though it cannot float independently across large gaps without your movement.
Combat and Positioning
In combat, the disk can reposition allies, move prone or grappled targets, and offer controlled elevation to reach specific enemy positions or vantage points. It grants cover against attacks that require line of effect or reach, and it can block narrow passages. Because it is difficult terrain for Large creatures, it can help control battlefield flow. However, it can be destroyed by spell attacks like destroy object effects, under enough force, or by environmental hazards, so protecting it is part of tactical planning.
Interaction with Rules and Common Situations
Official guidance helps resolve edge cases consistently. The disk counts as difficult terrain for Large creatures and occupies its space, which affects movement and opportunity attacks. It does not provide lift like flight, so you do not gain the benefits of flying except for certain effects that specifically interact with elevated positions. It has low hit points and an AC of 10 + Dex mod, making it vulnerable to focused damage.
Official Clarifications at a Glance
| Situation | Verified Detail | Source Type |
|---|---|---|
| Exceeding weight limit | Disk becomes unstable; DC 10 Dex (Acrobatics) each turn or collapses | Sage Advice Compendium |
| Unwilling creature | DC 10 Dex save to avoid occupying the disk | Sage Advice Compendium |
| Destroying the disk | 25 hit points; vulnerable to spells like destroy object | Sage Advice Compendium |
| Flying while on the disk | Does not grant flying; only elevation | Sage Advice Compendium |
| Moving the disk | Bonus action, up to 60 ft, follows within 20 ft unless directed | Player's Handbook |
Limitations and Counterplay
The disk is not a substitute for flight and does not make you immune to falling, though it prevents fall damage if you stay on it and it remains stable. It has limited hit points and an AC that scales only with your Dexterity modifier, so focused attacks can destroy it. Spells and effects that target objects, control movement, or restrict space can limit its effectiveness. DMs may allow creative uses, but rulings should align with the intent above to keep play predictable and fair.
Tips for Players and DMs
- Plan movement on your turn to keep the disk where you need it; remember the 60‑foot range and 20‑foot tether.
- Use the disk to steady allies in hazardous terrain or to gain modest elevation for spells that require it.
- Track its hit points during encounters; a few damaging hits can end its utility.
- Clarify commands and positioning before combat to avoid ambiguity about what the disk will or won’t do.
- Consider class features or feats that interact with opportunity attacks or forced movement to maximize the disk’s support potential.
Bottom Line
Tenser's Floating Disk in D&D 5e is a dependable, rules‑consistent tool that offers controlled mobility, temporary cover, and creative problem‑solving. Its duration, weight limit, and AC are clearly defined, and official guidance fills most edge cases. When used with awareness of its limits, it enhances tactical play without disrupting game balance, making it a valuable option for spellcasters who value utility and positioning control.