Command
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
- Classes
- Bard, Cleric, Paladin
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. Choose the command from these options:
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 has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
- Level & School
- 1st-level enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V
- Duration
- 1 round
- Classes
- Cleric, Paladin
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 GM determines how the target behaves. If the target can't follow your command, the spell ends.
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.
Using a Higher-Level Spell Slot. 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.
Command 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version changes the duration to "Instantaneous," removing the one-round limit. It adds specific command options (Approach, Drop, Flee, Grovel, Halt) with defined effects, whereas the 2014 version allows GM discretion and no predefined commands. The 2024 version also clarifies the number of creatures affected per slot level.
Spells similar to Command
Compelled Duel, 1st-level enchantment
It’s a 1st-level enchantment that forces one creature to change its movement and focus toward the caster on a failed save, much like giving a one-word directive.Charm Person, 1st-level enchantment
Also a 1st-level enchantment that uses a Wisdom-based contest to impose social influence over a single target for immediate tactical benefit.Dissonant Whispers, 1st-level enchantment
A bard enchantment that provokes a target to move away on a failed save, producing forced movement consequences similar to some Command options.Bane, 1st-level enchantment
A low-level enchantment that weakens multiple foes with a saving throw, sharing Command’s role of altering enemy behavior via saves at 1st level.Hold Person, 2nd-level enchantment
While it’s a higher-duration, concentration effect, it’s a classic enchantment that leaves a humanoid unable to act on a failed save, paralleling Command’s 'halt' outcome.