The Command spell is a popular and versatile spell in Dungeons & Dragons 5th edition. As a 1st-level enchantment spell that allows the caster to issue a one-word command to a creature within range, which the creature must obey if it fails a Wisdom saving throw.
The range of the spell increases with the caster’s level, and the duration of the command depends on the specific word used.
Reasons Why Command Spell is Unique?
- It allows the caster to issue a one-word command to a creature within range, which the creature must obey if it fails a Wisdom saving throw. The range of the spell increases with the caster’s level, and the duration of the command depends on the specific word used.
- Can be used in both combat and non-combat situations. In combat, it can be used to gain a tactical advantage by temporarily disabling an opponent or forcing them to move in a certain way.
Situations to Use Command Spell?
This spell can be used in both combat and non-combat situations, making it a valuable tool for many characters. In combat, the Command spell can be used to gain a tactical advantage by temporarily disabling an opponent or forcing them to move in a certain way.
For example, a caster might command a goblin to “flee,” causing it to waste its turn and potentially drawing the attention of other enemies. Alternatively, a caster might command a giant to “grovel,” causing it to drop to the ground and giving the party a chance to attack without fear of retaliation.
The Command spell can also be used to force an enemy to drop a weapon or surrender, providing a way to end a fight without bloodshed.
Outside of combat, the Command spell can be used for a variety of purposes, depending on the creativity of the caster. For example, a caster might command a guard to “sleep,” allowing the party to pass undetected. Or a caster might command a hostage-taker to “release,” freeing their captive and ending the standoff peacefully.
What Commands Can You Give?
The specific commands that can be given are not explicitly listed in the rules, but they are usually left up to the discretion of the DM (Dungeon Master) and the player. Some common commands that are used in the game include “flee,” “halt,” “drop,” “grovel,” “approach,” “disarm,” “quiet,” and “stop.”
However, it’s important to note that the DM has the final say on whether a command is appropriate or effective. The DM may rule that certain commands are too complex or vague to be effective, or that they go against the creature’s nature or personality.
Additionally, creatures with high Wisdom scores or immunity to being charmed or frightened may have an advantage on their saving throws or be outright immune to the spell.
Therefore, it’s important for players to think creatively and strategically when using the Command spell, and to be prepared for different outcomes based on the DM’s rulings.
Tips for Maximizing the Spell’s Potential
Use it in conjunction with other party members: The Command spell can be especially effective when used in conjunction with other party members. For example, you could use the spell to get a creature to “halt,” while a rogue sneaks up behind it to deliver a sneak attack.
Choose your targets wisely: It’s important to choose your targets wisely when using the Command spell. For example, commanding a powerful enemy to “grovel” may not be effective if it has a high Wisdom score or immunity to being charmed or frightened.
Be mindful of the duration: The Command spell only lasts for one round, so it’s important to act quickly and decisively once the creature has failed its saving throw. Make sure you have a plan in place for how to take advantage of the creature’s actions before the spell wears off.
Think about the consequences: While the Command spell can be a powerful tool, it can also have unintended consequences if not used carefully. For example, commanding a creature to “drop” its weapon may cause it to become more aggressive or hostile towards the party. Think about the potential consequences of your commands before using the spell.
Common Mistakes and Pitfalls To Avoid
There are several common mistakes and pitfalls that players should be aware of when using the Command spell in Dnd 5e. Here are a few examples:
- Being too specific: It’s important to remember that the Command spell only allows for a one-word command of one or two syllables. Players should avoid being too specific or complicated with their commands, as this can make it harder for the DM to interpret and for the creature to follow.
- Using the same command repeatedly: Repeatedly using the same command on a creature can be ineffective and unrealistic. The DM may rule that the creature becomes immune to the same command after a certain point, or that it becomes agitated or hostile toward the caster.
- Using the wrong command: Choosing the wrong command can have unintended consequences and lead to unfavorable outcomes. For example, commanding a creature to “approach” could cause it to move closer to the caster, which may not be what the player intended.
- Forgetting about creature immunities: Certain creatures in the game are immune to being charmed or frightened, which can render the Command spell useless. Players should be aware of these immunities and plan accordingly.
- Overreliance on the spell: While the Command spell can be a useful tool in certain situations, it should not be relied on as a crutch or a replacement for creative problem-solving. Players should use the spell judiciously and not abuse its power.
Players should remember to use the Command spell in a strategic and thoughtful manner and to be aware of its limitations and potential drawbacks. With proper planning and execution, the spell can be a valuable asset in a player’s toolkit.
Roleplaying and Storytelling
Integrating the Command spell into roleplaying and storytelling requires creativity and imagination. It can be used to showcase character personalities, create tension and conflict between characters, provide an alternative to combat, and enhance the narrative.
Players can use the Command spell to solve puzzles, gain information, or influence NPCs in interesting and unexpected ways.
Affects NPCs, Monsters, and Environments
The Command spell can have a variety of effects on NPCs, monsters, and environments. For example, it can compel an NPC to perform a specific action, such as flee or surrender.
It can also force a monster to move in a specific direction, such as “approach” or “retreat.” Additionally, it can be used to manipulate the environment, such as commanding a door to “open” or a trap to “disarm.”
Ethical Consequences of Using Command
Using the Command spell raises ethical considerations and consequences that players should be aware of. For example, using the spell on an NPC may be considered a violation of their free will, and could have long-term consequences on the character’s reputation or relationships.
Additionally, using the spell inappropriately could lead to unintended consequences or backlash from NPCs or other characters.
Potential Plot Hooks
The Command spell can be used as a plot hook or story arc in a variety of ways. For example, a powerful villain could be using the spell to manipulate key NPCs or factions for their own purposes.
A cursed object or location could be causing the spell to have unintended or dangerous effects. Exploring these types of storylines can add depth and complexity to the game and create interesting challenges for the players to overcome.
Can We Use It on Large Groups?
Using the Command spell on large groups of creatures can be risky and may not be the most effective use of the spell. Here are some things to consider when deciding whether or not to use Command on a large group:
- The duration of the spell: The Command spell only lasts for one round, so even if it affects multiple creatures, it will only last for a few seconds. This may not be enough time to accomplish your goals or affect the outcome of an encounter.
- The limitations of the spell: The Command spell has limitations in terms of the type of commands that can be given and the creatures that can be affected. It only works on creatures that understand your language and can hear you, and the command must be a one-word directive.
- The potential consequences: Using the Command spell on a large group of creatures can have unintended consequences, such as alerting other nearby creatures or causing the affected creatures to become hostile or aggressive. It could also have ethical considerations, as using the spell to control the actions of others may be seen as a violation of their free will.
While it is possible to use the Command spell on large groups of creatures, it may not be the most effective or efficient use of the spell.
It is important to consider the limitations and potential consequences of using the spell in this way and to weigh the risks and benefits before making a decision.
Words to Use for the Command Spell
The Command spell in D&D 5e allows the caster to issue a one-word command to a creature they can see within range. The command must be spoken in a language that the creature understands, and the creature must be able to hear and understand the command. Here are some examples of words that could be used for the Command spell:
|Approach||This command could be used to make a creature move closer to the caster or another designated location|
|Flee||This command could be used to make a creature run away from the caster or another designated location|
|Drop||This command could be used to make a creature drop a weapon or object it is holding|
|Halt||This command could be used to make a creature stop moving or taking an action|
|Sleep||This command could be used to make a creature fall asleep|
|Grovel||This command could be used to make a creature drop prone and beg for mercy|
|Surrender||This command could be used to make a creature stand up if it is prone|
|Attack||This command could be used to make a creature attack a designated target|
|Wait||This command could be used to make a creature wait and take no action for one round|
That word used for the Command spell should be appropriate to the situation and the desired outcome, and the DM has the final say on whether or not a particular command is valid or effective.
How do you use commands in 5e?
In 5e, you can use the Command spell or other abilities that allow you to issue commands to creatures. When you use a command, the target must succeed on a Wisdom saving throw or follow the one-word command on its next turn.
Does command work on constructs 5e?
Yes, Command can work on constructs in 5e as long as they have the ability to understand a language and are not immune to the charmed condition.
Does command stop reactions?
No, Command does not stop reactions in 5e. Reactions are separate from a creature’s turn and can be used at any time specified by the trigger of the reaction.
Can you use command on animals?
Yes, you can use Command on animals in 5e as long as they understand a language and are not immune to the charmed condition. However, animals generally have lower Wisdom scores, making them more likely to fail the saving throw.