Crown of Madness 5e

You specify a humanoid creature you can see within the cast range, and force the creature to make a Wisdom save.

Crown of Madness

  • Level: 2
  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

If the save fails, the creature will be charmed by you for the duration of the spell.

Creatures that are charmed in this way will have a twisted crown of iron serrations on their heads, and their eyes will flash with madness.

The enchanted target must launch a melee attack on a creature you specify in your heart before moving in each round.

If you don’t specify a target for it, or if it doesn’t have a target within its reach, the creature can act in its normal state during this round.

After casting, you must use your actions to maintain control of the target in each of your own rounds, otherwise the spell will terminate early.

In addition, the target can also make a Wisdom save at the end of each turn. If the save is successful, the spell ends.