You charm a door you can see within range. The door is considered a creature, which is charmed by you, until the spell ends. It has the hit points and AC of a door it's size and composition, or it has 50 hit points and an AC of 13 (whichever is higher). If the door was locked, it is unlocked by this spell. It magically gains the means to open, shut, lock, and defend itself by morphing and manipulating its construction. The door regards you as a friendly acquaintance, and will open if you ask nicely. If you give the door a name, the door is emboldened and has advantage on attack rolls. If you make the door laugh, it will gain an extra 25 hit points and the spell will last an extra hour. If you boost the door's confidence, then the door's AC will increase by 2. The door can not speak, but can gesticulate.The spell ends if you or one of your allies harms the door.
A door has the following statistics:
Attack: +5 to hit, Range: 5 feet, 2d6 + 1 damage, Str: 10, Dex: 12, Con: 10, Wis: 5, Int: 5, Cha: 1. It is immune to the Frightened, Paralyzed, Petrified, Restrained, and Stunned conditions, and can not gain levels of exhaustion. It has Blindsight for 30 feet, and knows all languages you know.
The door will defend itself from attack, and is inclined to follow simple instructions you give it (like "don't let anyone through" or only let someone through who gives you the password), but can be persuaded with a Persuasion check against your Spell Save DC.
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