Enrage
You attempt to create violent emotions in a group of people. Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration.
While enraged, a target becomes Hostile towards all creatures An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose Concentration on the spell.
As a Magic action, you can force an enraged creature to use its Reaction to make one melee attack with a weapon or an Unarmed Strike against one randomly determined creature within the enraged creature’s reach If the enraged creature was Friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success.
An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise
Using a Higher-Level Spell Slot. When you take a Magic action to force an enraged creature to make a melee attack with a weapon or an Unarmed Strike, you can force one additional enraged creature to make a melee attack with a weapon or an Unarmed Strike for each spell slot level above 3.
Heliana's Guide to Monster Hunting 506
V, S, M
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