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Dominate Person

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Dominate Person
  • Level: 5
  • School: Enchantment
  • Class: Bard, Sorcerer, Wizard
  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

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.

Tactical Usage

Humanoid Control: Dominate Person provides complete control over humanoid creatures for tactical and social advantage. This 5th-level enchantment spell excels at turning enemies into allies or gaining social manipulation tools.

Optimal Timing: Deploy against key enemy leaders, when needing insider information, or for complex social manipulation scenarios.

Resource Management: Uses a 5th-level spell slot - available from character level 9+. 1-minute concentration provides substantial control duration.

Target Selection: Single humanoid within 60 feet. Wisdom save to resist. Must see target to maintain control.

Spell Combinations

Synergistic Spells:

  • Information Magic: Combine with detect thoughts for comprehensive mental access
  • Social Magic: Layer with suggestion for backup influence options
  • Protection Magic: Pair with shield or counterspell to protect controlled assets

Class Feature Interactions:

  • Spell Save DC: Higher spellcasting ability improves success against high-Wisdom targets
  • Enchantment Mastery: Wizard specialists gain enhanced mind control capabilities
  • Metamagic: Sorcerers can extend range or duration for improved control

Multi-Caster Coordination: Multiple enchanters can control different humanoids for complex social operations.

Material Component Details

Component Acquisition: No material components required - pure mental domination magic.

Component Handling: Simple V, S casting allows rapid deployment in social or combat situations.

Roleplay Opportunities: Different control techniques reflect magical training, enchantment traditions, or personal manipulation style.

Economic Considerations: No costs make this economically viable for important social manipulation.

Creator Notes

Encounter Balancing: Complete humanoid control dramatically affects social encounters and combat with humanoid enemies.

NPC Usage: Enchanters, mind controllers, or manipulative spellcasters might dominate key figures for advantage.

Environmental Considerations: 60-foot range requires positioning. Most effective in humanoid-heavy environments.

Campaign Integration: Powerful social magic that can fundamentally alter political situations and social dynamics.

Environmental Interactions

Terrain Effects: 60-foot range works effectively in most social and combat environments.

Weather Influence: Unaffected by weather conditions, providing reliable control regardless of external factors.

Structural Interactions: Works in any environment where humanoids are present and line of sight exists.

Elemental Interactions: Mental control magic unaffected by elemental conditions affecting the controlled humanoid.

Common Rulings & Clarifications

Timing Questions: Action casting time with 1-minute concentration. Control begins immediately on failed save.

Target Limitations: Humanoids only. Must maintain line of sight for ongoing control. Repeat saves if taking damage.

Duration Interactions: Concentration required. Humanoid acts on your turn using your mental commands.

Mechanical Interactions: Complete control over humanoid actions. Target uses full capabilities under your direction.

Alternative Applications

Non-Combat Uses: Social infiltration, information gathering, political manipulation, or complex negotiations.

Social Encounters: Controlling key figures, gathering secrets, manipulating social situations, or gaining insider access.

Exploration Applications: Using controlled humanoids for reconnaissance, accessing restricted areas, or gathering intelligence.

Utility Functions: Social manipulation, information extraction, political leverage, or complex social operations.

Same School: Other enchantment spells like charm person (1st level humanoid charm), suggestion (2nd level behavioral influence), dominate monster (8th level any creature).

Similar Effects: charm person (1st level friendly influence), suggestion (2nd level single action), dominate person (5th level complete control).

Progression Options: charm person (1st level basic influence), dominate person (5th level complete control), dominate monster (8th level any creature).

Complementary Magic: detect thoughts (understand motivations), suggestion (backup influence), modify memory (cover tracks).

Scaling Analysis

Level Progression: Remains highly valuable throughout campaigns for social manipulation and tactical humanoid control.

Upcast Benefits: Higher spell slots extend duration - 6th level grants 10 minutes, 7th level 1 hour, 8th level 8 hours.

Campaign Phases: Peak effectiveness in social-heavy campaigns where humanoid interaction is crucial.

Comparative Value: Excellent control magic that justifies 5th-level slot for game-changing social and tactical advantage.

Narrative Flavor

Casting Description: Your mental force penetrates the target's consciousness as magical dominance overwhelms their will and replaces it with your commands.

Effect Manifestation: The humanoid's expression becomes blank and compliant as their will surrenders completely to your magical control.

Personal Style: Enchanters use refined mental techniques, warlocks channel otherworldly mental dominance, while sorcerers manifest instinctive psychological control.

World Integration: Represents advanced mind control magic available to skilled enchanters, often associated with espionage, political manipulation, or psychological warfare traditions.