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One humanoid of your choice that you simply can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed during this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to form a melee attack against a creature aside from itself that you simply mentally choose.

One humanoid of your choice that you simply can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed during this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

Crown of Madness

Crown of Madness 5E

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Arcane Trickster, Bard, Sorcerer, Warlock, Wizard

 

  • Limiting this to humanoid targets is pretty standard for low-level enchantments, like charm person and hold person. Play an enchanter if there’s getting to be tons of social interaction and politics with other humanoids – skip it if you’re mostly fighting the undead.
  • An initial Wisdom saving throw to resist the effect is additionally pretty normal for low-end effects, though at higher levels we see a couple of spells that the sole grant saves on later rounds.
  • The charming condition, as a refresher:
  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. (This might be an enormous benefit.)
  • The charmer has a plus in any ability check to interact socially with the creature.
  • Immunity to the charmed condition obviously carries an immunity to the present spell, and anything that breaks the charmed condition ends this spell.
  • The image of the twisted crown and therefore the eyes glowing with madness carries the spell’s theme during a big way, but it also is an enormous, obvious sign to the target’s allies that something isn’t right and perhaps you would like to avoid that dude. This has major tactical implications.
  • Notable absence: You or your allies handling damage to the target cannot break this charmed condition. This is often very unusual.

On your subsequent turns, you want to use your action to take care of control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the top of every one of its turns. On a hit, the spell ends.

This is where things really disintegrate for this spell. Using the caster’s action on subsequent turns may be a huge cost. It’s eating up 100% of the spellcaster’s expected damage output unless they will deal damage with a bonus

The problem with the spell is that if each side play “optimally” (but the target keeps failing the Wisdom save), the result is boring because the target makes one attack then moves a minimum of 5 feet from its allies. The allies can likewise help with this by moving far away from the target. For the spell to try to what its theme suggests – making an enemy target continue a rampage through allies – the target has got to prefer to stay on the brink of allies, and there’s nothing within the description to suggest that they are doing that. If you’ll possibly cast hold person instead, you ought to nearly always do this – though conversations about the spell are filled with contrived applications.