Charm Monster
4th-Level Enchantment Spell (Bard, Druid, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
One creature you can see within range makes a Wisdom saving throw. It does so with If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
if you or your allies are fighting it. On a failed save, the target has the While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
condition until the spell ends or until you or your allies damage it. The While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
creature is A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also Influence .
to you. When the spell ends, the target knows it was While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
by you.
At Higher Levels: You can target one additional creature for each spell slot level above 4.
Source: Player's Handbook, p. 249