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D&D 5th Edition

Compendium

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Table of Contents

  • Attributes
  • Calm Emotions
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    Calm Emotions

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    2nd level enchantment

    Casting Time: 1 action
    Range: 60 feet
    Components: V S
    Duration: Concentration, up to 1 minute
    Classes: Bard, Cleric

    You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

    You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

    Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

    Attributes

    Calm Emotions

    2 Enchantment
    • Casting Time: 1 action
    • Range: 60 feet
    • Target: Each humanoid in a 20-foot-radius sphere centered on a point you choose within range
    • Components: V S
    • Duration: YesUp to 1 minute
    • Classes: Bard, Cleric
    • You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
      You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
      Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.