Command 5E Spell In DnD

  • Level: 1 (Enchantment)
  • Casting time: 1 Action
  • Components: V
  • Range(area): 60 ft
  • Attack(save): WIS save
  • Damage(effect): Control
  • School: Enchantment
  • Duration: 1 Round

Command 5e

Which you can able to see a creature within the range you have to speak with it one-word command. The target of the creature must be succeeded on a wisdom saving throw or it must follow the command on its next turn.

The Command 5e spell will not affect anything when the target is undead. It will be getting harmfulness when it doesn’t understand the language of your’s or your command.

You might have issued a command which is not explained here, follow some typical commands and their effects. The GM will determine how the target will behave this will happen if you do so, The spell will end if the target can not follow your command.

Approach:  Through the shortest and most direct route the target will move towards you, when it moves 5 feet of you then it will end its turn.

Drop: The target will drop everything whatever it was holding at the time of its end of turn.

Flee: By using fastest available means the target will spend its turn moving away from you.

Grovel: The target ends its turn when the target falls prone

Halt: The target won’t move and also doesn’t take any actions. Flying creature stays afloat and provided that it has the capability to do so. When it must move to stay aloft then it files the minimum distance which needed to remain in the air.

Command 5e Ideas

There are so many command 5e ideas we have, now we are going to mention them below, let us check now.

  1. Fall! or Trip
  2. Undress
  3. Surrender
  4. Sleep (or, equivalently, Die!)
  5. Vomit
  6. Flee
  7. Talk!, Lecture!, Sing!, Silence!, or for bonus points, Monologue
  8. Dance
  9. Help! or Cooperate!
  10. Swim

Once play with the burning hands 5e spell, to get the more excitement while playing with this dnd 5e spell.

At Higher Levels:

By using the second level or higher you can cast this spell but at that time you can affect one additional creature for each and every slot above 1st level. When you target the creatures they must be within the 30 ft for each other.

Attributes Of Command 5e DnD

Casting Time
1 action
Cleric, Paladin, Warlock
Components V
1 round
Higher Spell Slot Desc
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.
Level 1
Name Command
60 feet
School Enchantment
A creature you can see within range

Command 5e

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