Call for Capitulation

2nd-level enchantment (Bard,Cleric)


  • Casting Time: 1 reaction, which you take when you or an ally within range reduces a hostile creature to 0 hit points
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes

When their comrade falls, you convince beleaguered foes they would be wiser to surrender.

Roll 6d6 and add the results together, then make a Charisma (Intimidation) check and add your result to that total. The final total is how many hit points of creatures this spell can affect. Creatures within range of you that are hostile to you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that cannot see or hear you).

Starting with the creature that has the lowest current hit points, each creature affected by this spell drops any weapons it is holding, and for the duration it can take no action except the Dodge, Disengage, or Dash actions. You can make any creature affected by this spell indifferent about creatures of your choice that it is hostile toward. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. This spell ends early on any target that is attacked or harmed by a spell, or that witnesses any of its friends being harmed. When the spell ends, a target remains indifferent unless the DM rules that it becomes hostile again. Undead, constructs, and creatures immune to being frightened aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 2d6 for each slot level above 2nd.