Enthrall
EnchantmentYou weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Spell Details
Player Guide
Enthrall excels when you can affect multiple creatures simultaneously, particularly commoners, cultists, or low-wisdom foes in non-combat scenarios like negotiations or infiltration. Position yourself where all targets can hear you clearly, as deafness or magical silence completely negates the spell. In combat, use this to neutralize groups of weaker enemies while allies focus fire on threats, or paralyze key targets before they act.
Spell Combos
DM Tips
Remember that Enthrall only causes creatures to avoid violence toward you—entranced enemies can still attack allies, cast spells, or use ranged attacks. Consider creature type resistances: undead, constructs, and aberrations may be immune to charm effects, making this spell ineffective against many high-CR enemies.