There are 13 Charisma save spells in DnD 5e. Charisma save spells typically debuff an enemy in some way rather than deal damage. They are primarily found in the abjuration and enchantment schools of magic.
Here are all the 5e spells that force a Charisma saving throw:
Spell Name | School | Level |
---|---|---|
Bane | Enchantment | 1st-level |
Calm Emotions | Enchantment | 2nd-level |
Zone Of Truth | Enchantment | 2nd-level |
Magic Circle | Abjuration | 3rd-level |
Banishment | Abjuration | 4th-level |
Dispel Evil And Good | Abjuration | 5th-level |
Planar Binding | Abjuration | 5th-level |
Seeming | Illusion | 5th-level |
Magic Jar | Necromancy | 6th-level |
Divine Word | Evocation | 7th-level |
Forcecage | Evocation | 7th-level |
Plane Shift | Conjuration | 7th-level |
Symbol | Abjuration | 7th-level |
As you can see, many Charisma save spells affect a creature’s ability to control itself, like Banishment, Magic Circle, or Zone of Truth. But there are also powerful debuff spells like Bane and Divine Word.
Are Charisma Save Spells Good?
Charisma save spells will land more often than most spells, on average. However, this is purely based on the average ability modifiers among DnD 5e’s monsters in the game’s main monster sourcebooks. The average Charisma of monsters in 5e is 10.62 — the 2nd-lowest average ability score in the game.
For comparison, here are the average ability scores of the 802 monsters included in this data set:
Ability | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Average modifier | 15.00 | 13.14 | 15.30 | 9.29 | 12.03 | 10.62 |