Charm Person
1st-level, Enchantment
- Casting time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
References:
- Wizard
- Aberrant Dragonmark
- Cleric (Trickery Domain)
- Bard (College of Glamour)
- Boon of Siberys (Sorcerer Spell)
- Warlock
- Fighter (Eldritch Knight)
- Sorcerer
- Bard
- Cleric (Trickery Domain)
- Druid
- Rogue (Arcane Trickster)
- Fey-Touched
- Bard (College of Lore)
- Ranger (Fey Wanderer)
- Fighter (Eldritch Knight)
- Ranger (Fey Wanderer)
- Martyr (Burden of Fame)
- Magic Initiate (Wizard Spells)
- Necromancer (Blood Ascendent)
- Bard (Magical Secrets)
- Rogue (Arcane Trickster)
- Warmage (House of Bishops)
- Warden (Drake-Blooded)
- Cleric (Trickery Domain)
Sources
Player’s Handbook (2024) p. 249. Available in the SRD and the Free Rules (2024)