Enchantment Spells — D&D 5e
34 enchantment spells · D&D 5e · SRD 5.2.1
- Vicious MockeryYou unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range.
- Animal FriendshipTarget a Beast that you can see within range.
- BaneUp to three creatures of your choice that you can see within range must each make a Charisma saving throw.
- BlessYou bless up to three creatures within range.
- Charm PersonOne Humanoid you can see within range makes a Wisdom saving throw.
- CommandYou speak a one-word command to a creature you can see within range.
- Dissonant WhispersOne creature of your choice that you can see within range hears a discordant melody in its mind.
- HeroismA willing creature you touch is imbued with bravery.
- HexYou place a curse on a creature that you can see within range.
- Hideous LaughterOne creature of your choice that you can see within range makes a Wisdom saving throw.
- SleepEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated…
- Animal MessengerA Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the…
- Calm EmotionsEach Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the…
- EnthrallYou weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw.
- Hold PersonChoose a Humanoid that you can see within range.
- SuggestionYou suggest a course of activity--described in no more than 25 words--to one creature you can see within range that can hear and understand you.
- Zone of TruthYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range.
- Charm MonsterOne creature you can see within range makes a Wisdom saving throw.
- CompulsionEach creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
- ConfusionEach creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus…
- Dominate BeastOne Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
- Dominate PersonOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
- GeasYou give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity…
- Hold MonsterChoose a creature that you can see within range.
- Modify MemoryYou attempt to reshape another creature's memories.
- Irresistible DanceOne creature that you can see within range must make a Wisdom saving throw.
- Mass SuggestionYou suggest a course of activity--described in no more than 25 words--to twelve or fewer creatures you can see within range that can hear and understand you.
- Antipathy/SympathyAs you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller.
- BefuddlementYou blast the mind of a creature that you can see within range.
- Dominate MonsterOne creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
- GlibnessUntil the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
- Power Word StunYou overwhelm the mind of one creature you can see within range.
- Power Word HealA wave of healing energy washes over one creature you can see within range.
- Power Word KillYou compel one creature you can see within range to die.
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