This article is about the group of conditions. For the specific condition, see
Charmed (Condition) .
Charmed is a status group . Conditions in this group are mental effects that influence how affected creatures act. The most severe of these conditions cause affected creatures to be completely controlled another creature.
Removal
The following spells/actions remove all conditions in this status group:
Immunity
The following items grant immunity to all conditions in this status group:
The following spells/actions grant immunity to all conditions in this status group:
The following passive features grant immunity to all conditions in this status group:
Advantage and Disadvantage
The following items grant Advantage on saving throws to all conditions in this status group:
The following passive features grant Advantage on saving throws to all conditions in this status group:
Other
Protection from Evil and Good states that it provides immunity from charm effects from certain creature types, but it does not actually apply to charms.
List of conditions in Charmed [ edit section ]
Condition
Effects
Charmed
Charmed
Friendly to the charmer and its allies. Taking damage ends this condition.
Coerced
Forced to fight for Nere and takes 1d6 Psychic each turn.
Crown of Madness
Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.
Demonspirit Madness
Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
At the end of each turn, the affected entity makes a Wisdom Saving Throw . On a successful save, the condition is removed.
Dominated
Affected entity will follow and fight alongside the caster of this spell.
Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving Throw .
Dominated
Affected entity will follow and fight alongside the caster of this spell.
Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving Throw .
Fiendish Obeisance
Affected entity must obey the commands of the fiend directly controlling it.
Friends
In higher difficulty modes, the target might accuse you of enchanting them.
Galerian Revelry
Hypnotic Gaze
Hypnotised
Incubus Charmed
You are charmed by a devil and must support it in battle. You can make another Saving Throw against this effect after taking damage.
Lured
The affected entity is attracted to a harpy's luring melody and uses its turn to move closer to the harpy, possibly provoking opportunity attacks from the other harpies.
The affected entity must pass a DC 13 Wisdom Saving Throw at the start of their turn or remain lured.
Taking damage or being Shoved removes the condition.
Mind Mastery
Forced to make a weapon attack against one of its allies by a duergar mind master.
Ends after the attack, or when hit.
Otto's Irresistible Dance
Seized by Planar Binding
Affected entity follows and fights for the one who has bound it.
Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving Throw .
Spectator's Charm
A feeble enchantment prevents this creature from attacking the spectator. Any damage could break it...