Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V *
Duration
Concentration 1 Round
School
Divination
Attack/Save
CHA Save
Damage/Effect
Charmed

Touching a creature while casting this spell forces them to replicate their last turn in the next one. If the creature is unwilling, they must make a charisma saving throw to resist the spell. They can move freely but must take the same set of actions and bonus actions (not reactions) in the same order. Any previous actions on the charmed creatures side requiring a roll use the die outcomes of the previous turn, but saves on all other creatures are still rolled. They must target the same creatures or locations with each action as they did previously, whether in range or not. Class based resources (spell slots, ki points, 1 (x) per long rest) are not consumed with the encored action(s).

At Higher Levels: At level 4 you may cast this on yourself one time per combat encounter

Consumables and actions that do not recharge are not able to be used multiple times. If you threw a javelin and don't have another of the same or similar javelin, you don't throw another one you just fail. Legendary actions can be repeated but things like divine intervention cannot. If you are turned invisible after casting this on an enemy who attacked you directly, they waste whatever actions they had targeting you. But, if you went behind cover and the wizard who hit you with firebolt has movement, they can still move to be able to target you. If you get hit and lose concentration on the spell midway through the encored turn, the no longer charmed creature can use the rest of their turn freely, but not for free. If you encore your wizard who just rolled a lot of high damage magic missiles, they use the same damage die. If one of the targets of the magic missiles is now out of range, those missiles fail but the rest still fire.

* - (Applause)

Available For: Bard

UselessBard83

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