Compulsion
2024 Rules
- Level & School
- 4th-level enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
- Classes
- Bard
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
2014 Rules
- Level & School
- 4th-level enchantment
- Casting Time
- Action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Bard
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Compulsion 5.5e 2024 vs. 5e 2014 edition differences
Compulsion popularity
Compulsion is one of the rarest level 4 spells in the game. Choosing it will set you apart from all other casters.
- Bottom 10% level 4 Bard spell
Spells similar to Compulsion
Crown of Madness 2nd-level enchantment
It charms a target and then lets you force a specific hostile action on that creature each turn, which mirrors Compulsion's pattern of charming and directing behavior.
Charm Person 1st-level enchantment
This is the basic single-target charm effect most like Compulsion's initial condition of making creatures friendly or bewitched until they save.
Charm Monster 4th-level enchantment
Like Charm Person but able to affect more creature types, it shares Compulsion's focus on charming targets to influence their actions rather than dealing damage.
Dominate Person 5th-level enchantment
It gives you direct control over a humanoid's actions for the spell's duration, resembling Compulsion's mechanic of imposing movement and repeated saves.
Compelled Duel 1st-level enchantment
Although lower level and narrower, it forces a creature to alter its movement and focus, making it a tactical, movement-manipulating control similar to Compulsion.