Charm Person vs Sleep
Two classic level-1 control spells with completely different limits.
Charm Person
- Level
- 1
- School
- Enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 Hour
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Druid, Sorcerer, Warlock, Wizard
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Full entry →Sleep
- Level
- 1
- School
- Enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M
- Duration
- up to 1 Minute
- Concentration
- Yes
- Ritual
- No
- Classes
- Bard, Sorcerer, Wizard
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or s
Full entry →Which one should you pick?
- Pick Charm Person: Pick Charm Person when you need one humanoid to talk politely; the target knows it was charmed afterwards.
- Pick Sleep: Pick Sleep against weak mooks at very low levels — 5d8 HP of creatures fall unconscious automatically.
- Tiebreaker: Sleep falls off hard past tier 1; Charm Person scales out of combat through every tier.