Ensnare
You weave a twisting thread of dark energy towards a creature you can see within range, attempting to ensnare its mind with chaos. The target must succeed on a Wisdom saving throw or become charmed by you for the duration.
On your subsequent turns, you must use your action to maintain control over the target, forcing it to make a melee attack against a creature you mentally choose before moving on your turn. The charmed target can act normally on its turn if you choose not to use your action to control it or if there are no creatures within its reach to attack.
The spell ends if you lose concentration or if the target is ever more than 120 feet away from you. It also ends if the target can make a Wisdom saving throw at the end of its turns, breaking free from your control.
Credits: Squire 5