Confusion

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d20 at the start of each of its turns to determine its behavior for that turn.

Confusion Behaviour

D20 Behavior

1-3  The creature uses its action to make a melee attack against itself, which is an automatic crit.

4-6  The creature uses its action to make a melee attack against a randomly determined creature within its             reach. If there is no creature within its reach, the creature does nothing this turn

7-10 The creature uses all its movement to move in a random direction. To determind the direction roll a d8              and assign a direction to each die face. The creature doesn't take an action this turn.

11-15 The creature doesn't move or take actions this turn

16-18 The creature can act and move normally

19-20 The creature can act and move normally and breaks from the spell effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Classes: Bard, Druid, Sorcerer, Wizard

Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Knowledge Cleric, Oathbreaker Paladin, Spores Druid, Treachery (UA) Paladin

Subclasses (legacy): Knowledge (PSA) Cleric, Spores (UA) Druid

Backgrounds: Rakdos Cultist

Source: PHB, page 224