Dominate Monster

The caster attempts to beguile a creature that they can see within range. It must succeed on a Wisdom saving throw or be charmed by the caster for the duration. If the caster or creatures that are friendly to them are fighting it, it has advantage on the saving throw.   While the creature is charmed, the caster has a telepathic link with it as long as the two of them are on the same plane of existence. The caster can use this telepathic link to issue commands to the creature while they are conscious (no action required), which it does its best to obey. The caster 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 the caster, it defends and preserves itself to the best of its ability.   The caster can use their action to take total and precise control of the target. Until the end of their next turn, the creature takes only the actions the caster chooses, and doesn't do anything that they don't allow it to do. During this time, the caster can also cause the creature to use a reaction, but this requires the caster to use your their 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.   When this spell is cast with a 9th-level spell slot, the duration changes to up to 8 hours (dependent on concentration).
Related School
Enchantment
Effect Duration
1 Hour (concentration)
Effect Casting Time
1 Action
Range
60 ft
Level
8th