Crown of Madness 5e - D&D 5th Edition Spell Book

Crown of Madness 5e
Crown of Madness 5e Image

Crown of Madness 5e Spell Effects

2nd-level enchantment


Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute


One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.


The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.


The target can act normally on its turn if you choose no creature or if none are within its reach.


On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.


All information about Crown of Madness 5e comes from the DnD Player's Handbook.

Crown of Madness 5e DnD Spell

Classes That Can Cast Crown of Madness 5e

The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:

  • Bard
  • Sorcerer
  • Warlock
  • Wizard


Crown of Madness Spell Effectiveness

Damage 3rd-Level 5th-Level 7th-Level 9th-Level 11th-Level 13th-Level 15th-Level 17th-Level
Average Fighter DPR 15 19 23 27 30.5 34 37.5 41
Total Value 30 38 46 54 61 68 75 82

Table Values

In the table above, "DPR" indicates damage per round, in this case, not accounting for hit chance. The numbers provided are very rough calculations of the average damage a fighter might do, per round. The fighter class is used as an example for the spell effectiveness of crown of madness because ideally, you would charm a powerful melee unit with the spell. Furthermore, the "Total Value" column in the table shows the value of not only not being attacked by a charmed fighter, but of them attacking an ally - so, double the effect, by target level.


Crown of Madness Usefulness

Crown of Madness 5e is such a cool spell because it's a charm effect that actually allows you to take over your charmed target's actions, and cause them to attack their own allies. Though crown of madness has some drawbacks, it also has terrific potential. Use crown of madness 5e in the following situations to make the most from the spell.

  • Cast crown of madness 5e against enemies with low Wisdom saving scores, to maximize your chances of succeeding with the spell.
  • Prioritize crown of madness 5e on enemies who deal a ton of melee damage, since your charmed effect only allows for you to have the target melee attack. The more damage the target does with melee attacks, the more you should prioritize casting this spell.
  • For the love of god, make sure that when you cast crown of madness on a target that there is another enemy within 5-feet of your target. If you stop attacking with your target at the start of their round, your target gets to act normally on that turn. Though this situation doesn't end the spell altogether, it does make it very likely that you won't get anything out of it at all as the target can simply run away from their own allies.
  • Since crown of madness requires concentration to maintain its effect, make sure that you're far away from enemies who can attack you. If possible, cast the spell from the full 120-foot range, away.
  • Make sure that you don't have any other super high-priority spells that you need to cast or actions that you need to take because maintaining this effect requires an action each round.





Combine Crown of Madness with the Following Spells

There are some spells such as burning hands or call lightning that, since they can target multiple units, or in other cases, get a sort of multiplying effect, they can become almost game-breaking. Crown of Madness certainly fits into the "potentially game-breaking" category, as you can not only prevent a powerful enemy from attacking you, but you can even turn that same enemy against their own allies.


Before casting Crown of Madness, in order to maximize its potential multiplying effect, try setting up the combat encounter by mixing in some of the following spells:

  • Bane: though I typically don't consider bane to be a very powerful spell, when combined with crown of madness 5e, it certainly can be. Since bane lowers the targets' saving throws by 1d4, it's a must-have for maintaining the charmed effect on crown of madness victims.
  • Banishment: have an ally cast banishment so that you keep more enemies away from attacking you. Alternatively, have an ally cast cause fear on any enemies getting too close to you for comfort.
  • Cloud of Daggers: normally, I also view cloud of daggers as a pretty suboptimal spell, but if the map features a choke point, consider casting this spell as a way of preventing other creatures from attacking you. Since crown of madness 5e requires concentration, you must do everything possible to avoid being hit.
  • Color Spray: if you can blind targets with this spell or even Blindness/ Deafness, you can give enemies disadvantage on their attack rolls, which ultimately helps you keep concentration for crown of madness.
  • Haste: using this spell (which an ally would need to maintain on you since you can't concentrate on a second spell), you can gain +2AC and double your movement speed. Combine this spell with mage armor and you can significantly increase your AC, and keep moving away from any enemies who might break your crown of madness 5e concentration.


Crown of Madness 5e Counters

The easiest ways for your crown of madness run to end are when an enemy silences you, bolsters their affected ally's Wisdom saving throw with Bless, or deals damage to you to break your concentration. When it comes to damaging spells, something like cloud of daggers, which automatically hits, is especially troublesome, so be wary of effects of that nature by keeping your distance and knowing what your enemies are capable of casting.


Crown of Madness-Type Spells in Eternity TTRPG

Effects where you control another character's actions, or generally go berserk and sometimes attack allies, are some of my favorite in any TTRPG. I've included a couple examples of crown of madness 5e-type spells below, from the Eternity TTRPG Game System.

Revenant Class Icon

Revenant - Core Class Spell

Wicked Heart (Magic): weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.

When you take control, you may not

have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.

If you hit the target with “Spellbound”

while they are affected by “Wicked Heart,” you may instead have them use a Critical.

(Double-Hit): also deals 1damage.

  • If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
  • If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
  • Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.

Revenant - Core Class Spell

Wicked Heart (Magic): weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.

When you take control, you may not have the target use a critical, use a spell or ability with a

1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.

If you hit the target with “Spellbound” while they are affected by “Wicked Heart,” you may

instead have them use a Critical.

(Double-Hit): also deals 1damage.

  • If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
  • If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
  • Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.

Revenant - Core Class Spell

Wicked Heart (Magic): weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, take control of the target’s Action for 1turn.

When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel

any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.

If you hit the target with “Spellbound” while they are affected by “Wicked Heart,” you may instead have them use a

Critical.

(Double-Hit): also deals 1damage.

  • If this Spell hits, it also deals 1damage and you gain either +6Strike Bonus or +6Faith for 1turn.
  • If this Spell hits, the target also has either -6Strike Bonus or -6Faith, at your choice.
  • Up to 3 enemies in Weapon Range -3Strike Bonus vs. Resilience or up to 3 enemies in 4Range, -3Faith vs. Resilience. *Double-Hit with this critical only allows one of the attacks to control for an additional turn.
Alchemist Class Icon

Alchemist - Core Class Ability

Crour Formula: you create an “item” that you or other characters can use.

When used, 4Range, the target deals an

additional +1damage when they hit with physical attacks (non-magic) that deal damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.

The target must also roll d20 every

turn. If they roll 1-5, they go berserk for that turn and must do everything possible to kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.

Summoned units cannot benefit from

“Crour Formula’s” effect. You can make a number of “Crour Formulas” per day equal to your Intelligence value.

  • You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
  • You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
  • You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.


Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

Alchemist - Core Class Ability

Crour Formula: you create an “item” that you or other characters can use.

When used, 4Range, the target deals an additional +1damage when they hit with physical

attacks (non-magic) that deal damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.

The target must also roll d20 every turn. If they roll 1-5, they go berserk for that turn and

must do everything possible to kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.

Summoned units cannot benefit from “Crour Formula’s” effect. You can make a number of

“Crour Formulas” per day equal to your Intelligence value.

  • You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
  • You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
  • You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.


Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

Alchemist - Core Class Ability

Crour Formula: you create an “item” that you or other characters can use.

When used, 4Range, the target deals an additional +1damage when they hit with physical attacks (non-magic) that deal

damage, and they also gain +2Resilience, +2Dodge, and +2Will. Each affected target can only deal additional damage from this ability once per turn.

The target must also roll d20 every turn. If they roll 1-5, they go berserk for that turn and must do everything possible to

kill their nearest ally (not including the use of criticals). If no allies are present when the target goes berserk, they must attempt to damage themselves.

Summoned units cannot benefit from “Crour Formula’s” effect. You can make a number of “Crour Formulas” per day

equal to your Intelligence value.

  • You infuse the “Crour Formula” so that the target only goes berserk on rolls of 1-4.
  • You infuse the “Crour Formula” so that when your user drinks it, they also gain immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). This critical does not count as contributing “Crour Formula” for using “Chimaera.”
  • You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom), making it an Instant Action use on yourself at the start of every battle.


Whereas "Wicked Heart" is almost exactly the same as crown of madness 5e, except that it provides more flexibility for its use, "Crour Formula" actually enhances your own allies' strength, while also making them a liability. Both effects have quite a bit of nuance to them, and many more options when you choose to Critical with them, but they are definitely within the spirit of crown of madness, and make for wildly entertaining spells.


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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