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Spells

Charm Monster

4th-level enchantment imposing a Charmed condition on one creature within 30 feet via a Wisdom save. The save succeeds with advantage if you or your allies are fighting the target....

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.

At Higher Levels: You can target one additional creature for each spell slot level above 4.

Level 4th-Level · School Enchantment · Casting Time 1 action · Range 30 feet · Components V, S · Duration 1 hour · Classes Bard, Druid, Sorcerer, Warlock, Wizard

Save Wisdom