Note: Paladins are the only characters able to cast this spell, and with good reason, as without a high AC, you won’t live long. It has disadvantage on attack rolls for the duration on creatures other than the caster. You compel a target into a duel, forcing it to successfully make a Wisdom saving throw or be compelled. If you’re a defender, Compelled Duel is a must-have to pull stronger enemies away from supports and damage dealers. Note: Just be careful not to use your actions without thought, as you’ll need to use your actions to maintain control over the target in subsequent turns. If charmed, the creature must use its action to make a melee attack before deciding to move on its turn. You choose one creature that must succeed on a Wisdom saving throw or be charmed. Crown of Madness (2nd-level)Ĭrown of Madness is an excellent spell to keep a Strength brute from devastating your frontline with their melee attacks! So you’ll want to give them some “incentive.” 11. Note: Affected creatures know the spell and can avoid answering questions. If failed, the creature cannot speak a deliberate lie, and you know whether the creature is telling the truth. Creatures entering the spell’s area for the first time or starting their turn there must make a Charisma saving throw. If you plan on interrogating someone or just hearing the truth from their mouth, Zone of Truth is the spell for you.Ī 15-foot-radius sphere is created, guarding against deception. Having an easily accessible disadvantage as a Cantrip spell is great, especially in the early game. If the target can hear you, it must successfully complete a Wisdom saving throw or take 1d4 Psychic damage, getting a disadvantage on the next attack roll before the end of its next turn. You unleash a string of insults tied to an enchantment. If you’re playing a Bard, you’ll want to unlock Vicious Mockery! Note: Even though the spell is 9th-level, miscalculation can cost the spell to have no effect while burning a 9th-level spell slot. You compel one creature to die instantly if the creature has 100 HP or fewer. Power Word: Kill (9th-level)ĭispatching tough enemies isn’t easy, but you can instantly kill even the strongest enemies with good calculation and luck. If the creature isn’t awoken and stays awake for the full 10 minutes, the creature will gain the benefits of a short rest, so you can even use this on spellcaster party members. Upon taking damage or using an action to shake the creature, it awakens. You wave a calming gesture, and up to 3 willing creatures fall unconscious. Note: Since they have to be willing, this spell goes exceptionally well with mind-controlling spells. Starting the list, we have Catnap, which is excellent if you want to quickly incapacitate up to three willing creatures while dealing with the rest. It is our intent to work within this license in good faith.Best Enchantment Spells 15. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. ![]() To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. This is part of the Revised (v.5.1) System Reference Document. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.īack to Main Page → 5e System Reference Document → Spells → Zone of Truth You know whether each creature succeeds or fails on its saving throw.Īn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. On a failed save, a creature can’t speak a deliberate lie while in the radius. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. You create a magical zone that guards against deception in a 15 foot radius sphere centered on a point of your choice within range. This material from the 5th edition SRD is published under the OGL
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