Today, we’re exploring one of the most versatile and intriguing spells in a spellcaster’s arsenal: the Command spell in D&D 5e.
Whether you’re a Cleric devoted to divine intervention or a Paladin standing resolute on the battlefield, mastering this spell can be a game-changer in your adventures.
Imagine facing a formidable foe, weapons clashing, spells flying, and your party’s backs against the wall. With a single, authoritative word, you compel your enemy to drop their weapon, flee in terror, or even grovel at your feet.
The power of Command lies in its simplicity and boundless potential for creativity and strategy.
In this guide, we’ll break down the mechanics of the “Command” spell, offer tips on how to wield it effectively, and weigh its pros and cons to help you decide when and where to use it. By the end, you’ll be ready to issue commands with the confidence and precision of a seasoned hero.
So, grab your spellbook, gather your party, and let’s get bossy with the Command spell in D&D 5e!
What is Command 5e?
Command is a 1st-level enchantment spell that packs a punch with just a single word.
By uttering a decisive command, you can compel a creature within 60 feet to obey your directive—whether it’s “Flee,” “Drop,” “Kneel,” or any other one-word order.
The target must understand your language and fail a Wisdom saving throw for the spell to take effect, making it a versatile tool for both combat and creative problem-solving.
Simple yet powerful, Command can turn the tide of battle or defuse a tense situation with the power of your voice.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V
DURATION: 1 Round
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Control
SPELL LISTS: Bard (2024 PHB), Cleric, Paladin, Sorcerer (Draconic Sorcery , 2024 PHB), Warlock (Fiend Patron)
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
How to Use Command 5e Effectively
Mastering the Command spell can elevate your game from good to legendary. With cleverness, creativity, and good timing, it can be quite the showstopper!
Here’s how to make the most out of this versatile enchantment:
Choosing the Right Command
- Combat Situations: In the heat of battle, commands like “Flee” can scatter enemies, “Drop” can disarm foes, and “Grovel” can incapacitate a threat, giving your party crucial breathing room.
- Non-Combat Uses: Outside of combat, Command shines in creative problem-solving. You might use “Speak” to extract information from a reluctant NPC, “Approach” to lure someone closer, or “Stop” to halt an escape.
Timing and Strategy
- Initiative and Surprise: Casting Command early in combat can disrupt enemy strategies before they gain momentum. Use it to preemptively neutralize high-priority targets.
- Combos and Synergy: Pair Command with other spells and abilities for devastating effects. For example, follow up a successful “Grovel” with melee attacks to maximize damage and really bring the pain.
Target Selection
- Know Your Foes: Prioritize targets with lower Wisdom scores to increase the likelihood of the spell’s success. Avoid wasting it on creatures known for high Wisdom or strong saving throws.
- Crowd Control: Command can also be against groups. A well-placed “Flee” used on the leader of a mob of goblins might be enough to send multiple enemies running alongside them, creating chaos and buying your team valuable time. Of course, you’re also able to upcast it to target more foes!
Creative Commands
- Think Outside the Box: Don’t be afraid to get creative. Commands like “Release” can force a grappler to let go, while “Kneel” can make a proud adversary submit, opening up unique role-playing and tactical opportunities.
- Adapt to the Situation: Tailor your command to the context. In a tense negotiation, “Silence” can prevent an outburst, whereas in a chase, “Halt” can stop a fleeing target in their tracks.
With these tips, you’ll be ready to wield Command like a true enchanter, turning the tide of battle and navigating complex scenarios with a single, powerful word.
Remember, the key to mastering the Command spell lies in creativity, timing, and strategic thinking.
Pros and Cons of Command 5e
Like any spell in your arsenal, Command comes with its own set of strengths and limitations.
Let’s break it down:
Pros
- Versatility: With the ability to issue a wide range of one-word commands, Command adapts to various situations, whether you’re in the heat of battle or navigating a tricky social encounter.
- Low-Level Power: As a 1st-level spell, Command is accessible early in your adventuring career, providing a potent tool without burning higher-level spell slots.
- Tactical Advantage: A well-timed Command can disarm a key opponent, force them to retreat, or even make them grovel, giving your party a significant strategic edge.
- Efficiency: Its verbal-only component means you can cast it quickly and without needing any material or somatic distractions.
Cons
- Wisdom Saving Throw: The effectiveness of Command hinges on the target failing a Wisdom saving throw. Against creatures with high Wisdom, the spell’s success rate drops.
- Language Barrier: The target must understand your language for the spell to work. This can be a hurdle when dealing with creatures that don’t speak your tongue.
- Single-Word Limitation: You’re restricted to one-word commands, which requires creativity and sometimes limits the complexity of what you can achieve.
- Non-Harmful Commands: Commands that would cause direct harm to the target (like “Die”) are ignored, so you need to be strategic about your choices.
In the right hands, Command is a spell of immense potential, offering a blend of control, utility, and tactical advantage. Just be mindful of its limitations, and you’ll wield it like a true master of enchantment!
Changes to Command in DnD 2024
The release of the DnD 2024 Player’s Handbook saw some changes all across D&D 5e and the Command spell was no exception. While the core of the spell remains unchanged, there are some positive and negative changes to be aware of if you are using the 2024 rules.
Let’s start with the good news, shall we?
The 2024 changes have removed the requirement for the creature to understand your language. Additionally, it now works on Undead enemies as well. Curiously, the text saying that the command must not “be directly to harmful to [the target]” has also been removed.
But there is a noticeable downside to the changes as well…
The most noticeable change is that where the 5e version of the Command spell gave you several options to also work as inspiration for other original commands, the 2024 version of the spell makes you choose from the five options in the list.
Sure, you’re always going to have people trying to use that one single word to do something insane, but that’s where the DM’s ruling comes in. In a way, it’s part of the fun that comes with finding creative uses for a spell.
But I also understand that choosing an option from a set list of options does keep things moving.
Let me know what you think in the comments.
Do you like the changes?
Is Command still worth taking in DnD 2024?
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FAQs – Command 5e
No, commands that would directly cause harm to the target, such as “Die” or “Jump” (off a cliff), are ignored. The spell respects the target’s instinct for self-preservation.
Command only works with single-word directives. Multi-word commands won’t be effective, so keep it concise and clear to ensure the spell functions as intended. If you need more than one word, you might look into the Suggestion spell.
By default, Command targets a single creature. However, if you cast it using a higher-level spell slot (2nd level or higher), you can target an additional creature for each slot level above 1st, provided they are all within range and can understand your command.
If the target doesn’t understand the language you’re speaking, the spell has no effect. It’s crucial to ensure your command is in a language the target comprehends.
Absolutely! Command is incredibly versatile and can be used in a variety of non-combat situations, such as compelling someone to “Speak” during an interrogation or to “Leave” a restricted area.
Conclusion – Command 5e
I hope this guide has equipped you with the knowledge and inspiration to make Command a staple in your spellcasting toolkit.
But don’t just take our word for it—get out there and try it yourself! Experiment with different commands, adapt to various scenarios, and share your experiences with us.
Remember, the key to wielding Command effectively lies in your creativity, strategic timing, and understanding of its strengths and limitations.
Now, I would love to hear your thoughts and stories about using the Command spell in your games. What unique commands have you tried? How has the spell turned the tide in your adventures? Drop your comments below and join the conversation!
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