Charm Person
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 hour
- Classes
- Bard, Druid, Sorcerer, Warlock, Wizard
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.
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 hour
- Classes
- Bard, Druid, Sorcerer, Warlock, Wizard
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. 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. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Using a Higher-Level Spell Slot. 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 creatures must be within 30 feet of each other when you target them.
Charm Person 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version clarifies that the target makes a Wisdom saving throw, with advantage if you or your allies are fighting it, and specifies the Charmed condition lasts until the spell ends or damage occurs. It states the creature is Friendly to you and simplifies the additional target rule to "each spell slot level above 1."
Spells similar to Charm Person
Animal Friendship
Both charm a target and impose the Charmed condition for a duration.Command
Both require a Wisdom saving throw and influence the behavior of a creature.Compelled Duel
Both enchant a target to impose specific behavioral conditions.Dominate Person
Both allow control over a humanoid target and involve a Wisdom saving throw.Vicious Mockery
Both target a creature, rely on a saving throw, and affect the target's mental state.