Charm Person

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, with advantage if you or your companions are fighting it. If it fails, 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 a Glance

Level
1st
School
Enchantment
Casting Time
1 action
Range
30 feet
Duration
1 hour
Concentration
No

How Charm Person Works

Casting Time1 action
Range30 feet
ComponentsV, S
Duration1 hour
Saving ThrowWisdom

Available to:

BardDruidSorcererWarlockWizard

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.

Common Mistakes

Common Mistake
Thinking charmed means mind control - it only makes them friendly, not obedient
Common Mistake
Forgetting the target knows it was charmed when the spell ends
Common Mistake
Not giving advantage on the save when the party is hostile or in combat
Common Mistake
Assuming charmed creatures will fight for you or endanger themselves

DM Tips

DM Tip
Charmed creatures are friendly but not stupid - they won't give away critical secrets immediately
DM Tip
Describe the charm wearing off and the target realizing what happened for dramatic effect
DM Tip
Remember that harmful actions from companions also break the spell
DM Tip
This is great for social encounters but can trivialize some interactions if overused

Sources & Further Reading