Have you ever wanted to be a mad king or queen? Crown of Madness 5e is the perfect supplement for D&D players who want to experience the thrill of ruling over their subjects with an iron fist. This 5e supplement offers everything you need to create a truly terrifying and destructive ruler. With new rules for familiars, spells, and magical items, your adventures will never be the same again! So put on your crown and get ready to wreak havoc on your enemies!
Overview of Crown of Madness
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Humanoids in your range that you can see must succeed on a Wisdom saving throw, or they will be charmed for the duration. When the target is charmed in this way, a jagged iron crown appears on its head, and madness fills its eyes.
During each turn, the charmed target must use its action to make a melee attack against a creature other than itself that you mentally select. If you choose no creature or none are within its reach, the target can act normally on its turn.
The spell will end if you fail to control the target on your subsequent turns. Additionally, each time the target turns, it can make a Wisdom saving throw. Success ends the spell.
Based on the rules alone, this spell has a lot in common with the other spells in the enchantment school of magic that charm creatures. The magic spell targets a creature forces it to make a saving throw or do something against its will, and then that creature has a chance to break the spell.
Additionally, the crown of madness has numerous additional drawbacks that make it inferior to similar spells.
Charm in 5e
Charmed creatures are immune to the charmer`s spells and other magical effects, but they are still subject to physical attacks or non-magical Effects that aren’t from the caster.
This means a charming creature can be hit by fireballs thrown by an enemy wizard, for example. The effect also ends if you use your action to end it or if the Creature takes damage from someone other than the Charmer.
Second, if you use this spell on a group of creatures (up to three), then they will all act as one person with one shared mental state for up to 8 hours after the spell ends, meaning that nothing which happens during that time can cause them to turn against each other or attack each other. This means you can lead them into traps without issue!
What is so bad about Crown of Madness?
In the first place, the crown of madness has a concentration requirement. As a result, the caster cannot cast another spell that requires concentration, or the first spell will end immediately.
Some of the most powerful or best spells in the game require concentration, such as haste and polymorph. Any other spell that requires concentration; that too requires concentration must be a good enough reason not to cast these spells.
Another characteristic of this spell is that it requires the target to make a Wisdom saving throw, with its effects only coming into play if the target fails the save. As a result, the target creature can repeat the saving throw each time at the end of its turn.
In the 5th edition, Wisdom is usually the highest mental ability score compared to Intelligence or Charisma, which means that in most cases, an average creature would be more likely to succeed at a Wisdom save than it would at an Intelligence or Charisma one.
Does crown of madness work on the undead?
Undead are affected by spells that target “creatures” such as Confusion. “Humanoids,” as in Crown of Madness, only target the humanoid category, not the undead category.
What does the crown of madness do?
Crown of madness was a magical spell that cast upon a target an enchantment that called forth a jagged crown from their minds.
Can you make someone move with a crown of madness?
When using the Crown of Madness action, you simply must make a melee attack against the chosen creature. The charmed target must perform a melee attack against another creature you choose mentally before moving on each of its turns.