4th-level enchantment · new in the 2024 rules (SRD 5.2)
Casting time
Action
Range
30 feet
Components
V, S
Duration
1 hour
School
Enchantment
Level
4
Classes
Bard, Druid, Sorcerer, Warlock, Wizard
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.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Charm Monster isn’t in the 2014 SRD 5.1; this is its 2024 text from the SRD 5.2.