One-word to rule them all: Guide To Command 5e

Written by: Mysterydicegoblin.com Staff

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Time to read 11 min

Welcome to the ultimate guide to Command 5e in Dungeons and Dragons 5th edition! If you're looking to master the art of manipulation and control on the battlefield, this article is for you. Command 5e is a powerful spell that allows you to exert your will over others, compelling them to follow your commands. In this comprehensive guide, we'll delve deep into the mechanics of Command 5e, uncovering its nuances, and providing invaluable tips and strategies on how to make the most of this spell. Whether you're a seasoned player or a newbie to the game, this guide will equip you with the knowledge you need to become a commanding force in any encounter. Harness the power of language and learn how to influence your enemies' actions, turning the tides of battle in your favor. Discover the different ways you can use Command 5e creatively, exploit its tactical advantages, and even unleash devastating combo moves with other spells and abilities. Prepare to become a master manipulator as we unlock the secrets of Command 5e in Dungeons and Dragons. Let's dive in and dominate the battlefield like never before!

How does the Command 5e spell work?

The Command 5e spell is a versatile tool that can be used in a variety of situations. When you cast Command 5e, you choose a target and issue a one-word command. The target must then make a Wisdom saving throw or follow the command on its next turn. The command must be one that the target can understand and follow, and it must also be something that the target is capable of doing.


For example, you could command an enemy to "Flee" to force them to run away from the battle. Or you could command them to "Drop" their weapon, disarming them and rendering them defenseless. The possibilities are endless, limited only by your creativity and the constraints of the spell.


Using the Command 5e spell effectively requires careful consideration of the situation and the target. You need to choose a command that will have the desired effect and take advantage of the target's weaknesses or vulnerabilities. Additionally, higher-level spell slots allow you to target multiple creatures or extend the duration of the command, granting you even more control over the battlefield.


Level: 1st
School: Enchantment
Casting Time: 1 action
Range: 60 feet
Components: Verbal
Duration: 1 round
Classes: Cleric, Paladin


Description: 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 include:


  • 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 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.


This spell is particularly effective for manipulating the battlefield, forcing enemies into disadvantageous positions, or disrupting their planned actions.


Strengths of the Command 5e


  1. Single-Word Clarity: The spell requires only a single-word command, providing simplicity in communicating instructions to the target.


  1. Versatility: A variety of commands can be given, allowing creative use of the spell in different scenarios like combat, interrogation, or exploration.


  1. Low-Cost: It is a 1st-level spell, meaning it can be used early in a campaign and requires minimal resources from the caster.


  1. Combat Disruption: In combat, certain commands like "Grovel" or "Drop" can provide significant tactical advantages by forcing enemies to lose actions or drop valuable weapons.


  1. Accessibility: Many classes can access the spell, including clerics and paladins, making it broadly usable.

Weaknesses of the Command 5e


  1. Language Barrier: The target must understand the command, limiting its effectiveness against creatures that don't share a language with the caster.


  1. Wisdom Save Dependency: It requires a Wisdom saving throw, which many creatures have a high bonus for, reducing its success rate.


  1. Limited Duration: The effect lasts for only one round, meaning its influence is very short-lived.


  1. Restrictive Conditions: The command cannot force a target to act in a way that would directly cause harm, limiting its control potential.


  1. Single-Target Limit: The spell targets only one creature at a time, making it less effective against groups of enemies.

Understanding the different options for the Command spell

The Command 5e spell offers several different options for commanding your targets. Each option provides a unique way to control the battlefield and influence the actions of your enemies. Let's explore some of the most common options:


Approach: This command forces the target to move towards you, potentially luring them into a trap or bringing them within range of your melee attacks. It can be particularly useful when dealing with ranged enemies or spellcasters who prefer to keep their distance.


Drop: The "Drop" command forces the target to drop whatever they are holding, effectively disarming them. This can be a great way to neutralize a heavily armored opponent or prevent a spellcaster from casting spells that require material components.


Halt: When you command a target to "Halt," they are forced to stop moving and take no actions on their turn. This can be useful for preventing enemies from reaching a specific location or buying time for your allies to regroup and plan their next move.


These are just a few examples of the many options available with the Command spell. Experiment with different commands and observe how they can be used strategically to gain the upper hand in combat.

Cartoon Paladin

Best ways to use the 5e Command spell in combat

To make the most of the Command 5e spell in combat, it's important to consider the specific circumstances and tailor your commands accordingly. Here are some tips and strategies to maximize the effectiveness of the Command spell:


Target strategic enemies: Identify key enemies on the battlefield and focus your commands on them. For example, commanding a spellcaster to "Silence" or a healer to "Surrender" can disrupt the enemy's plans and give your team a significant advantage.


Coordinate with your allies: Work with your teammates to coordinate your commands and create devastating combo moves. For example, commanding an enemy to "Kneel" while a teammate casts a powerful area-of-effect spell can result in massive damage to multiple targets.


Exploit the environment: Use the Command 5e spell in conjunction with the environment to gain a tactical advantage. For example, commanding an enemy to "Jump" off a cliff or "Swim" into a hazardous body of water can neutralize the threat without expending additional resources.


Remember, the Command 5e spell is not limited to combat situations. It can also be used creatively in a variety of scenarios, both inside and outside of combat. Let's explore some of these possibilities.


Command spell tips and tricks

Mastering the Command 5e spell requires practice, creativity, and a deep understanding of its mechanics. Here are some tips and tricks to help you make the most of this powerful spell:


1. Choose your commands wisely: Take the time to think about the situation and the target before issuing a command. Consider their abilities, weaknesses, and motivations to select a command that will have the desired effect.


2. Use the environment to your advantage: Look for opportunities to use the Command 5e spell in conjunction with the environment. For example, commanding a target to "Climb" a tree or "Open" a secret door can reveal hidden paths or provide strategic advantages.


3. Combine the Command spell with other spells and abilities: The Command 5e spell can be even more powerful when used in combination with other spells and abilities. For example, commanding a target to "Sleep" while a teammate casts a sleep-inducing spell can ensure that the target remains incapacitated for multiple rounds.


Remember, the key to mastering the Command 5e spell is practice. Experiment with different commands and strategies to discover what works best for your character and playstyle.

Dungeon Master about to use Command 5e on a player

Command spell vs other control spells

The Command 5e spell is just one of many control spells available in Dungeons and Dragons 5th edition. While it may not have the same level of versatility as spells like Hold Person or Dominate Person, it offers unique advantages that make it a valuable tool in any spellcaster's arsenal.


Unlike spells that require concentration, such as Charm Person or Hold Person, the Command 5e spell has an instantaneous effect. This means that you can cast it and immediately see the results, without worrying about maintaining concentration or the target making additional saving throws. This makes Command 5e an excellent choice for quick and decisive actions on the battlefield.


Additionally, the Command 5e spell does not allow for repeated saving throws. Once a target fails their initial saving throw, they must follow the command on their next turn, regardless of any subsequent saving throws they make. This can be particularly useful when dealing with enemies who have high Wisdom saving throw bonuses or advantage against spells.


While the Command 5e spell may not provide the same level of long-term control as other spells, its versatility, speed, and reliability make it a valuable asset in any encounter.

Paladin holding a hammer and sheild wearing blue clothing

Command 5e spell in roleplaying scenarios

The Command 5e spell is not limited to combat situations. It can also be a powerful tool in roleplaying scenarios, allowing you to influence the actions and decisions of NPCs. Here are some examples of how the Command spell can be used outside of combat:


1. Negotiations: Use the Command 5e spell to sway the opinions or actions of NPCs during negotiations or diplomatic encounters. For example, commanding a guard to "Listen" or a merchant to "Agree" can help you achieve your goals and secure favorable outcomes.


2. Interrogation: When interrogating a captive or suspect, the Command 5e spell can be used to extract information or force them to cooperate. For example, commanding a prisoner to "Confess" or "Tell" can reveal valuable secrets or lead to important discoveries.


3. InfiltrationUse the Command 5e spell to gain access to restricted areas or deceive NPCs. For example, commanding a guard to "Forget" or a servant to "Ignore" can allow you to slip past security measures or avoid suspicion.


Remember, using the Command 5espell in roleplaying scenarios requires careful consideration of the situation and the NPCs involved. Be mindful of the potential consequences and ensure that your actions align with your character's motivations and alignment.


Command spell variants and homebrew options

While the Command 5e spell provides a solid foundation for manipulating and controlling others, there are also variants and homebrew options available that can further expand its capabilities. Here are a few examples:


Expanded command options: Consider working with your Dungeon Master to create additional command options that align with your character's abilities or story. For example, a character with a strong connection to nature might have the ability to command animals or plants.


Enhanced duration: By using higher-level spell slots, you can extend the duration of the Command 5e spell, allowing you to maintain control over a target for multiple turns. This can be particularly useful when dealing with enemies who have powerful abilities or high hit points.


Group command: With the approval of your Dungeon Master, you can modify the Command spell to target multiple creatures at once. This can be a game-changer in combat situations, allowing you to command an entire group of enemies to "Surrender" or "Flee."


Remember, when using variants or homebrew options, it's important to work closely with your Dungeon Master to ensure that they are balanced and fit within the overall game mechanics.


Conclusion and final thoughts

The Command 5e spell is a versatile and powerful tool that can turn the tides of battle and influence the actions of others. By understanding its mechanics, exploring different command options, and employing creative strategies, you can become a master manipulator on the battlefield.


Whether you're a spellcaster looking to expand your repertoire or a player seeking to gain an edge in combat and roleplaying scenarios, the Command 5e spell has much to offer. Experiment with different commands, coordinate with your allies, and seize every opportunity to use the environment to your advantage.


Remember, the true power of the Command 5e spell lies not just in its mechanics, but in your ability to think creatively and adapt to the ever-changing circumstances of the game. So go forth, embrace the power of language, and become a commanding force in Dungeons and Dragons 5th edition. The battlefield awaits your command!

Can I command 5e a creature to do something harmful?

No, commands that are directly harmful to the target will automatically fail. This includes commands that would make the target attack itself or walk into a trap.

What happens if a creature doesn’t understand the command 5e?

The spell will have no effect. The target must understand the language used for the command 5e to follow it.

How long does the effect of the Command spell last?

The effect lasts for one round. The target will follow the command 5e on its next turn and then return to normal behavior.

Can I target multiple creatures with a single Command?

Yes, but only if you cast the spell using a higher-level spell slot. For each spell slot above 1st, you can target one additional creature, provided they are within 30 feet of each other.

What happens if a creature is flying and commanded to "Halt"?

The creature will remain aloft if it's capable of doing so. If it requires movement to maintain flight, it will move the minimum distance necessary to remain airborne.

Can the command 5e "Grovel" be used to make the target prone?

Yes, the "Grovel" command specifically causes the target to fall prone and end its turn.

Does the command 5e spell work on undead or constructs?

No, the spell has no effect on undead or constructs, as stated in the spell description.

Does the command 5e spell require concentration?

No, the Command spell does not require concentration, meaning that a caster can cast other concentration spells or maintain concentration on another spell while using Command.