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Confusion 5e D&D Guide

Confusion 5e D&D Guide

Confusion is a 4th-level utility spell belonging to the Bard, Druid, Sorcerer, and Wizard spell lists.

Confusion is similar to spells like Crown of Madness and Hypnotic Pattern (even though it isn’t an Enchantment spell).

The most significant difference is the endless expanse of creatures able to be affected and driven mad by Confusion.

The Player’s Handbook description specifies:

Confusion 5e

4th-level Enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (three nut shells)

Duration: Concentration, up to 1 minute

This spell will assault and twist creatures’ mind, spawning delusions that provoke uncontrolled actions.

Each creature in a 10-foot radius sphere centered on the point of your choice within range must succeed on a Wisdom saving roll when you cast Confusion or be affected by it.

Targets affected by the spell can’t take reactions and have to roll a d10 at the start of each turn, determining its behavior for that turn.

d10Behavior
1The creature will use all its movement to move in a random direction. To quickly determine the direction, roll a d8 and assign a direction to each face of the die.
2-6The creature won’t be able to move or take any actions this turn.
7-8The creature will use its action to make a melee attack against a randomly determined target within its reach. If there isn’t a target within its reach, the creature simply does nothing this turn.
9-10The creature can move and act normally.

At the end of its turns, the creatures affected can make a Wisdom saving roll. If it were to succeed, this effect would end for that creature.

At Higher Levels: When you cast Confusion using a spell lost of the 5th level or higher, the sphere’s radius will increase by 5 feet for each slot level above the 4th.

Classes That Can Pick Confusion

Traditional classes such as the Bard, Druid, Sorcerer, and Wizard get Confusion for free.

These classes are all full casters and can use this spell at level 7.

Subclasses such as the Arcane Trickster (Rogue), Knowledge Domain (Cleric), and Oathbreaker (Paladin) can obtain Confusion through their class features.

Arcane Tricksters (Rogue) use their Spell Known and can use Confusion at level 19 if they have any remaining spell choices (if not, then only at level 20).

Knowledge Domain (Clerics) can use the spell at level 7, while Oathbreaker (Paladin) can use it at level 13.

Is Confusion Good in 5e?

Confusion is a good spell, but newer players can easily overlook it. For the most part, it is a spell that forces enemies to waste their turns 80% of the time.

In the rare cases that it does backfire, you’ll need a backup plan.

Advantages – Confusion

Great Range

Having 90 feet of range helps the spellcasters stay safe while they cast the spell. Spellcasters are very squishy and prone to attack, so they’ll be in less danger if they can be further away from the frontline.

AoE Sphere

Similar to other utility spells (Silence, Darkness, etc.) Confusion has a sphere with a radius of 10 feet.

Placing this sphere amid a group of enemies would force each creature affected to make a Wisdom saving roll.

Compared to what’s needed for the spell to be cast, having a radius like this is extremely powerful.

Decent Upscaling

In certain situations having a larger radius could be beneficial as it allows you to target many enemies if cast with any spell slot over level 4.

The only problem that might arise is that you’ll be unlocking better spells as time passes.

Mass Suggestion is a 6th-level spell that targets 12 creatures of your choice. This could be a good alternative to Confusion.

This spell could work if you wanted to influence creatures without rolling a die to determine its effects.

Disadvantages – Confusion

Concentration Spell

Concentration spells often make spellcasters the main target of enemies who know they are controlling the spell.

Be careful not to take damage or cast another Concentration spell out of instinct, as this will cancel the current spell.

Three Components

Having three components means the caster must look out for any potential spells that can render him useless. Anything which binds him, silences him, or incapacitates him, makes him unable to cast the spell.

How Should I Use Confusion?

Killing Enemies Instantly

If you were to go back and read the description of Confusion. You’ll notice it’s difficult to have creatures take damage on their own. Even though it is difficult, it’s not impossible.

Fighting near a cliff, ravine, or deep river will provide a great opportunity. They’ll first have to fail their Wisdom saving roll.

Then there’ll be a 10% chance that they will move in a random direction and a 20% that they will simply stand still.

10% Chance

Having them lose control of their body, running in a random direction, and falling off the height is the most satisfying.

There is almost no chance of survival, and they instantly die when they get to the bottom.

20% Chance

If the creature stands still and does nothing. You will have to act and push them off the height.

You can use a spell like Gust of Wind or have your melee fighters kick them off the cliff.

Note: Just be careful of the enemy grabbing you; that could end badly for both parties.

Are There Similar Spells Available?

Similar spells to Confusion are Crown of Madness, Hypnotic Pattern, Mass Suggestion, etc.

Frequently Asked Questions

Does Confusion Affect Constructs?

Spells that cause confusion or affect a creature’s mind won’t affect constructs, as they are immune.

How Big Is the AoE of Confusion?

When using a 4th-level spell slot, your radius is 10 feet. However, if you use a 9th-level spell slot, it can go up to 35 feet.

Final Thoughts

Confusion has room for error, yet it also makes room for some fantastic moments. Players should look past that risk factor and consider what they can accomplish when using Confusion.

In the end, it can be highly satisfying to use, especially if you have a creature run off a cliff!

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