If you try to soothe a creature you can see within the range of the spell, you must successfully pass a Wisdom saving throw, otherwise you will be charmed by you for the duration of the spell. If it is fighting you or your friendly creature, it has an advantage when it makes this save.
Dominate Monster 5e
Classes: Bard, Wizard, Warlock, Sorcerer
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
When the creature is charmed, you can stay telepathic with it as long as you are on the same plane as it. When you are conscious, you can telepathically command the creature (no action is required), and it will try to obey.
You can describe a simple and specific behavioral instruction, such as “attack that creature”, “run to that location” or “get that item”. When a creature completes an order without receiving further instructions from you, it will use its own abilities to protect itself as much as possible.
You can use actions to control the target thoroughly and precisely. The creature can only take actions you choose, and can’t take any actions you don’t allow, and continue until the end of your next turn. During this period, you can also ask the creature to make a reaction, but this requires you to use your own reaction to achieve it.
Every time the target is hurt, you can try to make a Wisdom saving throw, and the spell will end if the saving is successful.
When using a 9th-level spell slot to cast this spell, the duration becomes: concentration, up to 8 hours.