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D&D · SRD 5.2.1 (5.5e, 2024)

Charm Monster 4th-level Enchantment

Casting Time
Action
Range
30 feet
Components
V, S
Duration
1 hour

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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal