Enchantment shows that magic has the capacity to touch lives without so much hurting anyone. InDungeons & Dragons, the Enchantment School allows Spellcasters to beguile, entrance, or bewitch people with various effects. As such, enchanters can change the minds of the cruel or even charm people into doing their bidding.

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Power Word Kill Dungeons & Dragons

Moreover,D&D 5eoffers Spellcasters a great selection of Enchantment Spells to add to their toolkit of efficient utility Spells. In fact, some Enchantment Spells can add useful spice to otherwise ordinary role-playing sessions - where an Enchantment Spell can stop a deadly battle ahead.

Updated on July 25, 2025 by Rhenn Taguiam:With Critical Role having its third campaign underway, fans of the series can adapt the setting of Exandria into their own homebrew story courtesy of the newly-released book Critical Role: Call Of Netherdeep. The book contains not just a map and information about a new setting, but also information on NPCs, new Magic Items, and even unique ways players can interact with the world. Players who want to dominate in such a realm would probably need reliableEnchantment Spellsto have other NPCs on their side. However, which exactly are thebest Enchantment Spellsthat Spellcasters can use in their D&D 5e adventure?

Dominate Person Dungeons & Dragons

15Power Word: Kill (8th-Level)

It’s not all the time that Spellcasters could even reach the point of attaining 8th-Level Spell Slots, but if they do,Power Word: Killis easily amust-have Enchantment. This Spell (V) can affect anyone the Spellcaster sees within 60 feet, and with an Action can instantaneously compel them to die.

This has a caveat though, as this Spell onlyworks against creatureswith less than 100 Hit Points. Regardless, a lot of monsters in various Challenge Ratings have HPs less than 100, making them quite susceptible to Power Word: Kill. The only disadvantage here is that, if players can get a monster they want to kill to lower than 100 HP, chances are they can take the monster head-on without having to use this Spell.

Zone of Truth Dungeons & Dragons

14Dominate Person (5th-Level)

Despite its simple name,Dominate Person(V, S) has to follow a lot of conditions in order to completely beguile its target within 60 feet. Aside from maintaining Concentration for up to a minute, the target needs to fail a Wisdom Save for this to work, and they have Advantage to the Save if they’re currently being fought.

However, Dominate Person works wonders if cast properly. If it succeeds in charming a target, it forges a telepathic link, providedthe Spellcasterand the target remain in the same plane of existence. Until the Spell lasts, the beguiled creature can follow commands issued through this telepathic link, provided they’re possible to follow. At the cost of an Action, the player can even control the target fully.

Crown of Madness Dungeons & Dragons

13Zone Of Truth (2nd-Level)

Perhaps the go-to tool of interrogators, theZone of Truth(V, S) creates a magical zone that denies Deception within a 15-foot sphere centered from a point of the Spellcaster’s choosing. All creatures that enter the Zone must make a Charisma Save and, if they fail, cannot lie deliberately.

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While the Spellcaster knows if the creature entering the Zone has failed or succeeded in their Save, creatures aware of the Zone’s existence can also simply avoid lying by deliberately trying to avoid questions they can respond to.

12Crown Of Madness (2nd-Level)

Quite a unique Spell rests within theCrown of Madness(V, S) as it affects a humanoid of the Spellcaster’s choice that is within 120 feet for as long as a minute, provided they focus on the Spell. That humanoid target must succeed in a Wisdom Save or becomecharmed by the Spellcaster,and as the Spell lasts, a crown of iron thorns appears on their head and their eyes glow a particular madness.

While charmed, the humanoid must use its action every turn to attack a creature other than itself before they move. The attacked creature can be chosen by the Spellcaster. The charmed creature can make a Wisdom Save at the end of a turn to fully resist the Spell.

Hex Dungeons & Dragons

11Hex (1st-Level)

Of all Enchantment Spells inD&D 5e, it’s perhapsHex(V, S, M) that is the most versatile. Performed through a Bonus Action, Hexcan target a creature, and its effects can last up to an hour or even up to a day depending on the gravity of the Spell Slots used.

There is no Save for Hex targets, and they immediately suffer an additional 1d6 Necrotic Damage whenever the Spellcaster deals damage with an attack. Moreover, the target suffers Disadvantage on Ability Checks on an Ability chosen by the Spellcaster. When the Hex target dies while the Spell is ongoing, the Warlock can choose another target.

Synaptic Static Dungeons & Dragons

10Synaptic Static (5th-Level)

Spellcasters with enough prowess can cause psychic energies to gather in an area and explode. Mechanically speaking, Synaptic Static works within a 20-foot radius as far as 120 feet from the caster. Creatures above Intelligence 2 must make an Intelligence Save, wherein 8d6 Psychic Damage is at stake upon a failure.

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Bless - 5e Best Enchantment Spell

Moreover, targets who fail will have muddled thoughts for a minute. This means suffering a 1d6 penalty to all Ability Checks, Attack Rolls, and even Concentration Saves. While the Spell does take a while to learn, Synaptic Static is a worthwhile ability to get given the limited number of creatures who can even accommodate an Intelligence Save.

9Bless (1st-Level)

Nothing’s wrong with a blessing before a big task. With Bless, the caster’s target can add a d4 bonus to all Saves and Attack Rolls throughout the duration of the Spell. Moreover, casting Bless with a higher-level Spell Slot lets casters have more targets.

Granted, a 1d4 might seem small at first. However, by the time party members get their Extra Attacks, Bless can turn the tide of battle. Of course, the damage output might not be as lethal to bosses, but the d4scan make a difference against a horde of opponents.

Heroism - 5e Best Enchantment Spell D&D

8Heroism (1st-Level)

At its core, a Spellcaster can use Heroism to bring forth the inner hero in a companion. Mechanically, Heroism not only grants immunity against being frightened. Rather,the target gets Temporary HPequal to the Spellcaster’s Ability Modifier. When used with higher-level Spell Slots, Heroism can target multiple creatures.

Despite the rather minuscule benefit of Heroism, it can help not just in the early game but in extreme emergencies as well. For instance, at 18 Charisma (+4 Spellcasting Ability Modifier), Heroism can help a target stave off up to 16 Damage if kept active for four rounds. Consider how Cure Wounds with the same Modifier can only heal up to 12 HP (1d8 + 4). In turn, sustained Heroism is much more practical as a defensive measure.

Compelled Duels - 5e Best Enchantment Spell D&D

7Compelled Duel (1st-Level)

When faced with injustice, a Paladin knows it’s time to duel. With Compelled Duel, a Paladin can force a target to make a Wisdom Save. If they failed, the target will be forced to fight the Paladin. Throughout the duration, the target will get Disadvantage on Attack Rolls against targets aside from the Paladin. Moreover, they need to make a Wisdom Save whenever they attempt to move to a space more than 30 feet away from the Paladin.

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Being the party’s mainline defender, the Paladin can make great use of Compelled Duel to protect the party. In turn, Compelled Duel serves as a great threat mitigation tool to ensure that the Paladin gets to face the right target without risking the lives of teammates.

6Suggestion (2nd-Level)

With Suggestion, a Spellcaster can psychically nudge a target into doing anything within the realm of reason. The suggestions should also come in the form of a sentence or two of carefully-worded orders. If they fail a Wisdom Save, the creature will be compelled to do the suggested course of action throughout the entire duration.

Despite being too straightforward, Suggestion remains one of the most versatile Spells out there. With a helpful DM, Suggestion can greatly impact the state of play in a party. However, Spellcasters need to be mindful that they need to Concentrate on the Spell throughout its duration. This means its commands are best pursued outside combat.

Suggestion - 5e Best Enchantment Spell D&D