Charm Person

Player's Handbook (2024) p. 249

Nivel
1
Escuela
Encantamiento
Tiempo de lanzamiento
Action
Alcance
30 pies
Componentes
verbal, somático
Duración
1 hora
Clases
Cleric (Trickery Domain), Ranger (Fey Wanderer), Bard, Druid, Sorcerer, Warlock, Wizard, Sorcerer (Crimson Tide (HB)), Blood Hunter (Alt. LaserLlama) (Order of Witch Knights), Ranger (Alt. LaserLlama) (Fey Wanderer), Illrigger (Architect of Ruin), Psion (UA), Rogue (House Agent (UA))

Descripción

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.