Dominate Person
5th-Level Enchantment Spell (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 minute
One Humanoid you can see within range must succeed on a Wisdom saving throw or have 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 for the duration. The target has 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 .
on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with 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.
target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, o ... [more]
that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action , or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also Opportunity Attacks and Actions .
but must take your own A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action , or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also Opportunity Attacks and Actions .
to do so.
At Higher Levels: Your Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
Another Concentration Effect. You lose Concentra ... [more]
can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Source: Player's Handbook, p. 266