Dominate Person
2024 Rules
- Level & School
- 5th-level enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Sorcerer, Wizard
One Humanoid 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 spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
2014 Rules
- Level & School
- 5th-level enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- 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.
Using a Higher-Level Spell Slot. When you cast this spell using 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.
Dominate Person 5.5e 2024 vs. 5e 2014 edition differences
Dominate Person popularity
Dominate Person is a commonly chosen level 5 spell. Choosing it adds an established option to your spellbook.
- #2 most popular level 5 Bard spell
- #3 most popular level 5 Sorcerer spell
- Top 25% level 5 Wizard spell
Spells similar to Dominate Person
Dominate Monster 8th-level enchantment
It’s the higher-level version that exerts direct mental control over a creature and also lets you issue commands through a telepathic link.
Dominate Beast 4th-level enchantment
A lower‑level analogue that imposes charm-based control on a single nonhumanoid and uses the same command/obedience concept.
Charm Person 1st-level enchantment
A short‑range charm that changes a humanoid’s attitude toward you and can be used for manipulation rather than outright damage.
Charm Monster 4th-level enchantment
Works like Charm Person but against any creature type, making it a flexible spell for social or tactical control.
Crown of Madness 2nd-level enchantment
Forces a single target to attack a chosen creature and lets you direct its actions on its turns, similar to commanding a mind‑controlled foe.