Calm Beasts

You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects.

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

Suppress Hostility. 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 allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Classes


slugcalm-beasts

higher_level

page

range60 Feet

target_range_sort60

componentsV, S

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsNo

material

can_be_cast_as_ritualNo

durationUp to 1 minute

requires_concentrationYes

casting_time1 action

level_int2

spell_level2

schoolenchantment

dnd_classDruid, Ranger

archetype

circles

document__slugtoh

document__titleTome of Heroes

document__license_urlhttp://open5e.com/legal

document__urlhttps://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/