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One creature that you can see within range must succeed on a Wisdom saving throw or become

charmed by you for three turns. While the target is charmed in this way, a twisted crown of jagged
iron appears on its head, and a madness glows in its eyes.
The charmed target must choose to either spend its reaction to make a weapon attack against a
creature other than itself of your choosing, or suffer 2d10 psychic damage. If it cannot make an
attack against an ally for any reason, such as not having a reaction available to spend, it
automatically suffers 2d10 psychic damage. Most humanoids cannot use an unarmed strike for this
purpose, though monks and creatures with claws, a bite attack, or the like may do so.
At the end of each of its turn, the target can make a Wisdom saving throw. On a success, the spell
ends.

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