![]() ![]() If the saving throw fails, the humanoid is charmed by you until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until it performs a minor favor for you. The targeted creature makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. You attempt to charm a humanoid you can see within range. The five variant spells presented here all work on this theme but with differing levels of power and specificity. Its appeal is obvious: an enemy grants a bit of friendly head start to retreating foes, a recalcitrant informant suddenly becomes talkative, or a town guard agrees to ignore a crime because that’s what friends do for each other. Charm Person VariantsĬharm person is the classic enchantment, dating to the origins of the game in 1974. ![]() The creatures must be within 30 feet of each other when you target them. When the spell ends, the creature knows it was charmed by you.Īt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The charmed creature regards you as a friendly acquaintance. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it.
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