Dominate Monster

A
Control

Dominate Monster is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that bends a monster’s will through
telepathic influence

Dominate Monster is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
,
forcing a
Wisdom save or lose

Dominate Monster is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
and letting you direct it with
no action commands

Dominate Monster is a Action Economy spell. Action Economy spells grant you more choices on future turns.

See all Action Economy spells →
.

2024 Rules

Level & School
8th-level enchantment
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 1 hour
Classes
Bard, Sorcerer, Warlock, Wizard

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage 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 Charmed 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 "Attack 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 Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).

2014 Rules

Level & School
8th-level enchantment
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, 1 hour
Classes
Bard, Sorcerer, Warlock, Wizard

You attempt to beguile a creature 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 creature 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.

Using a Higher-Level Spell Slot. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Dominate Monster 5.5e 2024 vs. 5e 2014 edition differences

You no longer get the 2014 “total and precise control” mode. In 2024, you only issue telepathic commands on your turn, and you can make it take a Reaction only if you spend your own Reaction. The 2014 “while conscious” limit is gone.

Spells similar to Dominate Monster

  • Dominate Person 5th-level enchantment

    It’s the direct analogue that charms a single humanoid and lets you issue commands, matching the same school and command-style control.

  • Dominate Beast 4th-level enchantment

    This spell works like the target but is tuned toward nonhumanoid animals, sharing the charm-and-command mechanic and action-economy benefit.

  • Planar Binding 5th-level abjuration

    Although framed as a binding ritual, it forces a creature to serve you for a long duration and is used when you want reliable control over a single powerful foe.

  • Geas 5th-level enchantment

    Geas imposes compelled behavior on a single target for an extended time, making it a comparable long-term mind-control option with strong narrative control.

  • Modify Memory 5th-level enchantment

    This spell manipulates a creature’s mind and can be used to shape their actions or relationships indirectly, so it overlaps on social manipulation and lasting mental effect.