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Charm Person

Enchantment
Level: 1st-level
Casting Time: 1 action
Range: 30 feet
Duration: 1 hour
Components: V, S

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.

At 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 creatures must be within 30 feet of each other when you target them.

Spell Details

School: Enchantment
Level: 1
Ritual: No
Concentration: No
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
A-Tier Charm Person is a powerful control spell that can neutralize threats outside of combat, though its effectiveness diminishes significantly once hostilities begin.

Player Guide

Use Charm Person before combat initiates to prevent an enemy from attacking you or to turn a hostile NPC into a temporary ally. Avoid casting it during active combat, as any damage you or your allies deal will immediately end the spell and likely turn the charmed creature hostile. The spell shines in social encounters and ambush scenarios where you can charm a target before they're aware of danger. Remember that charmed creatures remain aware they were charmed once the spell ends, potentially creating long-term complications.

DM Tips

Clarify that the charmed condition doesn't grant automatic obedience—the creature is merely friendly and won't attack the caster or allies, but must be convinced to perform harmful acts against its allies. Watch for player abuse of out-of-combat charm scenarios; consider that word travels and repeated charm use against NPCs can create narrative consequences like magical wariness or retaliation from affected communities.