You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration, a beast with an intelligence score of 6 or higher automatically succeeds on the saving throw.. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
The spell has no effect if the target is undead/construct or if your command is directly harmful to it. If you or any of your companions damage the target, the spell ends, it also ends if you are knock out unconscious.
As part of the same action you can speak a one-word command to the creatures charmed by you which it does its best to obey.
When the spell ends the creature becomes aware of your presence reacting in different ways (determined by the DM), a hostile creature may try to attack you.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, it takes the dodge action.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Defend. The target moves to the point you choose within its movement speed and attempts to attack any approaching creature, the target will not move more than 5 feet from the point you indicated.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
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