Charm Monster
Level 4 · Enchantment
- Save
- Control
- Buff
Listed under enchantment, Charm Monster costs a 4th-level slot for bard, druid, sorcerer, warlock, and wizard casters. Cast time: Action. Range 30 feet, components V/S, duration 1 hour. Effect: One creature you can see within range makes a Wisdom saving throw. At higher levels: You can target one additional creature for each spell slot level above 4.
Stat Block
- Level
- 4
- School
- Enchantment
- Casting Time
- Action
- Range / Area
- 30 feet
- Components
- V, S
- Duration
- 1 Hour
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Druid, Sorcerer, Warlock, Wizard
- Material
- —
Description
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Doungim Lore
School Fit
The Enchantment tradition is built on a paradox: it works only on creatures with minds, and creatures with minds are the most likely to have the saving throws to resist it. Charm Monster is Enchantment because the spell rewrites a sentient creature's intent or perception. Mid-tier casters can usually cast Charm Monster once or twice per long rest.
Class Fit
- Bard: At the Bard table, Charm Monster matters most when the College's signature features are on cooldown or out of charges. Otherwise the class has cheaper answers. Upcasting Charm Monster changes the effect; the spell page lists the per-slot scaling.
- Druid: At tier 2, Druids juggle Pass Without Trace, Conjure Animals, and Spike Growth for concentration; Charm Monster fits in if it doesn't compete. Charm Monster scales when upcast — see the higher-level note on the spell page.
- Sorcerer: Quicken Spell turns an Action into a Bonus Action; if Charm Monster costs an Action, Quicken opens a two-spell turn. 30 feet is enough range that Charm Monster doesn't pull the caster forward.
- Warlock: Pact of the Tome adds cantrips. Pact of the Chain adds a familiar. Pact of the Blade adds a bonded weapon. The Pact choice reshapes what Charm Monster is worth. The 30-foot range on Charm Monster leaves room for the caster to stay in the back line.
- Wizard: Tier 3 and tier 4 Wizards add 5th-9th level spells to the book — Charm Monster interacts with those upper-tier picks as part of a full prep loadout. The higher-level scaling on Charm Monster is described in the spell text; check it before upcasting.
Related Spells
Frequently Asked Questions about Charm Monster
- What level spell is Charm Monster?
- In D&D 5e, Charm Monster is classified as a level 4 spell of the Enchantment school. Available classes: Bard, Druid, Sorcerer, Warlock, Wizard.
- What save does Charm Monster require?
- Charm Monster calls for a Wisdom save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Charm Monster?
- From the caster's position, Charm Monster reaches 30 feet.
- How long does Charm Monster last?
- Charm Monster lasts 1 hour. It does not require concentration, so the caster can run other concentration spells alongside it.
- What components and casting time does Charm Monster need?
- the cast needs V, S; casting time is the standard Action.
- Can Charm Monster be upcast?
- Upcasting Charm Monster works as follows: You can target one additional creature for each spell slot level above 4.