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spell

Charm Monster

Level 4 Enchantment · Action · 30 feet

Spell lists
Bard, Druid, Sorcerer, Warlock, Wizard
Level
4
School
Enchantment
Casting time
Action
Range
30 feet
Components
V, S
Duration
1 hour
Concentration
No
Ritual
No

One creature 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.

Using a Higher-Level Spell Slot

You can target one additional creature for each spell slot level above 4.

Source & compatibility

Source: System Reference Document 5.2.1 · page 114 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.