SRD5:Dominate Person: Difference between revisions

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'''{{Title Only|{{BASEPAGENAME}}}}''' is a [[SRD5:Spell|spell]] in 5th edition.
'''Dominate Person''' is a {{srd5lc|Spell}} in [[5e|5th edition]].
{{5e Spell
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|name=Dominate Person <!-- name of spell-->
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|rules=You attempt to beguile a {{srd5lc|Humanoid}} that you can see within range. It must succeed on a {{SRD5|Wisdom}} {{srd5lc|Saving Throw}} or be {{srd5lc|Charmed}} by you for the duration. If you or creatures that are friendly to you are fighting it, it has {{srd5lc|Advantage}} on the saving throw.  
|rules=You attempt to beguile a {{srd5lc|Humanoid}} that you can see within range. It must succeed on a {{SRD5|Wisdom}} {{srd5lc|Saving Throw}} or be {{srd5lc|Charmed}} by you for the duration. If you or creatures that are friendly to you are fighting it, it has {{srd5lc|Advantage}} on the saving throw.  


While the target is charmed, you have a [[SRD5:Telepathy|telepathic link]] with it as long as the two of you are on the same {{srd5lc|Plane|plane of existence}}. You can use this telepathic link to issue commands to the creature while you are conscious (no {{srd5lc|Action}} required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.  
While the target is charmed, you have a {{SRD5|Telepathy|telepathic link}} with it as long as the two of you are on the same {{srd5lc|Plane|plane of existence}}. You can use this telepathic link to issue commands to the creature while you are conscious (no {{srd5lc|Action}} required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.  


You can use your action to take total and precise control of the target. Until the end of your next {{srd5lc|Turn}}, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a {{srd5lc|Reaction}}, but this requires you to use your own reaction as well.  
You can use your action to take total and precise control of the target. Until the end of your next {{srd5lc|Turn}}, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a {{srd5lc|Reaction}}, but this requires you to use your own reaction as well.  
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==Sources==
==Sources and Notes==
* [[SRD-OGL v5.1]] - 5th ed. [[SRD5|SRD]]
<references />


{{SRD5 Footer|Spell}}
{{SRD5 Footer|Spell}}

Latest revision as of 17:18, 23 September 2021

D&D 5.0e SRD5 OGL CC-BY ʰ 

Dominate Person is a spell in 5th edition.

5e Spell Dominate Person
5th-level enchantment
Casting Time: 1 action
Range:  60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Scales: Yes
Casters: Bard, Sorcerer, Wizard

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 6th-­level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-­level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Sources and Notes



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