You magically influence a creature you can see within range that can hear and understand you to do as you plaintively suggest. The beseeching must be worded in such a manner as to make it easily understood and reasonable. The creature intuitively understands there is a consequence to not following your request. The DM may call for a Persuasion roll to determine the effectiveness of the request. If the creature does as you suggest, the spell does nothing more. If the creature does anything contrary to your beseechment before the end of its next turn, it must immediately succeed on a Wisdom saving throw or take 1d4 psychic damage and roll at disadvantage on the first attack roll or ability check it takes during that time. Movement or inaction contrary to the beseechment can also trigger the psychic damage even if the creature takes no action or makes no ability check. Creatures that cannot be charmed are immune to this spell.
Examples of the use of this spell are “Put away your weapon and let’s talk this out.” “Stop your attacks!” “Run away while you still can!” “Don’t open that door if you know what’s good for you.”
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).”