Command

A
Control

Command is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell of forceful
social pressure

Command is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
that can sway
multiple creatures

Command is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

See all Multi Target spells →
with a
save-or-suck

Command is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
command.

2024 Rules

Level & School
1st-level enchantment
Casting Time
Action
Range
60 feet
Components
V
Duration
Instantaneous
Classes
Bard, Cleric, Paladin
Source
Player's Handbook (2024)

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.

2014 Rules

Level & School
1st-level enchantment
Casting Time
Action
Range
60 feet
Components
V
Duration
1 round
Classes
Bard, Cleric, Paladin
Source
Player's Handbook (2014)

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.

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 spell now ends instantly instead of lasting 1 round, and it no longer has the undead, language, or “directly harmful” restrictions. Grovel now inflicts the Prone condition, and Halt stops the target from taking any action or Bonus Action. Upcasting no longer needs targets to be within 30 feet.

Command popularity

How popular is Command? It is one of the most popular spells in the game, and is often chosen over other options when available. This spell is a proven favourite among spellcasters.

Read about how this popularity data is calculated.

Spells similar to Command

Command is featured in