Mob Mentality | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ultimate Adventurer's Handbook

Mob Mentality

7-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, madness glows in its eyes.   Choose a creature you can see within range that isn’t charmed by you. During each charmed creature’s turn, it uses its speed to move closer to the chosen target if able, and then uses its action to make a melee attack against the chosen target if it’s within range. If the chosen target isn’t within range, the charmed creature instead takes the Dash action to get as close to the chosen target as possible.   If the chosen target is dead, the charmed creature can act normally on its turn.   On your subsequent turns, you must use your action to maintain control over the charmed creatures or the spell ends. As part of this same action, you can choose a new creature you can see within range that isn’t charmed by you as your chosen target.   Each charmed creature can make a Wisdom saving throw at the end of each of its turns. On a success, it ends the spell’s effects on itself.

Created by

Diarioz.

Statblock Type

Spell

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