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Enchantment spells are some of the most potent (and terrifying) spells in all of D&D. These five are absolutely charming, though

Enchantment spells, from a distance, seem almost benevolent. They’re not damaging like a big flashy fireball or meteor swarm. They don’t summon demons. Or turn the dead bodies of your former comrades into an army of the undead.

But they do have a terror all their own. After all, a properly placed Enchantment spell can take away a creature’s agency. Can turn you into a passenger inside your own head, watching helplessly as someone else takes control of you and makes you betray your friends, like a knife between the ribs.

That’s not the case with these Enchantment spells, though. These ones won’t even make that Necromancer in the party argue about who the real villain is.

Bless

Bless is one Enchantment spell nobody will ever be sad about you casting. It’s the party guy of spells. It’s an enchantment that you place on your friends, granting them an extra 1d4 to attack rolls and saving throws. Sure, it takes your Concentration slot.

But every time an attack hits, or a comrade makes a save, you know that you’ll personally have had a hand in it. It’s easy, it gives everyone a chance to roll extra dice, what’s not to love about a Bless spell? You do have to be a Cleric or Paladin to get it, though.

Heroism

This is the Bard version of Bless, in many ways. Both Bards and Paladins can feel like they’re the “good” Enchanter when casting this Enchantment spell. Because it only works on a willing creature, for one.

For two, it imbues that creature with bravery. Which is awesome. The sort of friendly enchantment you don’t have to worry about. You magically protect your friend from the Frightened condition, and you also imbue them with magical vigor, so that at the start of each of their turns, they gain Temporary Hit Points equal to your spellcasting ability modifier. Which is potent stuff for any would-be healer.

Hex

Of course it’s not all sunshine and roses in the Enchantment spell section. They can dish out damage as well, both directly and indirectly. But even when they do that, they don’t dip into “your one friend who watches philosophy videos on YouTube starting an argument about the nature of evil” territory.

Take the Hex spell. This is a classic Warlock spell. And it feels like the kind of “oh no I got an offensive enchantment placed on me” vibe you’d want. Creatures hexed suffer an extra 1d6 points of damage whenever they get hit with an attack roll. And on top of that, they have Disadvantage on all ability checks of an ability you choose when you hex them.

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Yolande’s Regal Presence

Yolande’s Regal Presence is a new spell for 5.5E. Created by the regal Yolande, this spell surrounds you with unearthly majesty. So majestic will you be that it becomes like a psychic maelstrom to get within 10 feet of you.

Whenever the 10 foot zone of majesty enters the space of a creature you can see, or vice versa, that creature must make a Wisdom savingthrow or take 4d6 psychic damage and be knocked prone, potentially getting tossed back 10 feet as well, if you so choose. You become your own area denial effect with this spell.

Power Word Kill

Finally, as further proof that Enchantment spells can be potent even when they don’t let you take over someone’s mind, consider Power Word Kill. You utter one of the deadliest words in all of creation and if your target has 100 hit points or fewer, it simply dies.

If it has more than that, it still takes 12d12 psychic damage for its trouble. No saving throw, just right to the dome. So even if you haven’t weakened the enemy, you’re probably going to make sure they don’t have a good time.

And there you have it, Enchantment spells that don’t invade someone else’s mind. They can do anything up to and including instantly kill someone forever. Maybe now the Necromancer will chill.

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Happy adventuring!


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