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    Overview

    Listen up, new caster: Command is a Good level 1 enchantment that lets you bark a one-word order at a visible humanoid (or similar) within 60 feet, forcing a Wisdom save or they obey on their next turn. Standard tricks like 'Drop' (disarms weapons), 'Approach' (closes distance), 'Flee' (runs away), 'Grovel' (prones self), or 'Halt' (skips actions/movement) waste their entire turn—no concentration, 1-round duration, verbal only. It's Paladin gold for setting up Divine Smites (Drop the sword, then crit-smite) and Cleric solid for control when Guiding Bolt's radiant damage isn't enough. Upcasting hits extra targets within 30 feet each level above 1st, scaling to boss-packs at level 5+. Opportunity cost is low at slot level 1, but skip undead/constructs/language barriers. Veterans love it for 70% Wis save failure rate on mooks (average humanoid Wis +0), turning fights by neutering one threat per cast. Trap? High-Wis bosses laugh it off 50%+ time.

    Stat Block

    PropertyValue
    Level1
    SchoolEnchantment
    Casting Time1 action
    Range60 feet
    ComponentsV
    MaterialNone
    Duration1 round
    ConcentrationNo
    RitualNo
    Save/AttackWIS
    ClassesCleric, Paladin

    When NOT to Use This

    • •Undead or mindless constructs—immune, slot burned.
    • •High-Wis casters (druids +4 save, ~40% success only).
    • •Scattered foes >30ft—upcast flops.
    • •Enemy has readied 'if approaches, Fireball'—backfires.
    • •Need immediate DPR/heal over control (e.g., PC down).

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent—1st slot denies full enemy action (worth 20-30 DPR equivalent) vs 10.5 avg Guiding Bolt. Upcasts to 4 targets slot 4 = Fireball control without AoE risk.
    Action EconomyExcellent
    Opportunity CostHealing Word (1d4+Wis heal) or Guiding Bolt (damage); Command wins control fights, loses DPR races.

    When worth the slot: Martial-heavy encounters (Drop 40% enemy DPR), humanoid bosses, or pre-nova setup.

    When NOT worth the slot: Undead/construct swarms, Wis +4+ elites (50% fail rate), or heal-pressure turns.

    Pro Tips (Veteran Secrets)

    Tip #1: 'Release' on grappled ally-holders works RAW (drops whatever holding); clutch for freeing tanks.

    Why veterans know this: Tested in undead grapples—saves action to shove. Common in Curse of Strahd.

    This avoids the mistake of: Assuming only listed commands; RAW any one-word if feasible.

    Tip #2: Chain upcasts in chokepoints: slot 3 hits 3 goblins 'Flee' into dead-end for ally cleanup.

    Why veterans know this: Math: 75% save fail x3 = 2 wasted turns, worth 3rd slot over Fireball's 28 AoE.

    This avoids the mistake of: Single-target mindset; scales better than Bane long-term.

    Tip #3: Combo with Silence (level 2): 'Approach' casters into zone, no Verbal spells.

    Why veterans know this: Shuts down clerics yelling Hold Person—seen dragons flee muted.

    This avoids the mistake of: Forgetting V-component reliance.

    Common Mistakes to Avoid

    Casting 'Die', 'Sleep', or suicidal commands.

    Why it's bad: Directly harmful = auto-success save; burns slot for nothing (happens 1/5 new clerics).

    Do this instead: Stick to PHB examples or safe like 'Trip' (GM prone)—test with DM pre-fight.

    Ignoring flying 'Halt' nuance—assume they fall.

    Why it's bad: RAW they hover min distance; spell works but no crash damage.

    Do this instead: Specify 'Land' if terrain allows; pair with Earthbind for pull.

    No upcast grouping check—targets 50ft apart.

    Why it's bad: Only primary affected; wastes scaling.

    Do this instead: Position mid-fight or pre-cast Bless for +1d4 save edge.

    Usage Tips

    • •Prioritize 'Drop' on melee bosses holding magic weapons—disarms for your tank's next attack with advantage, and they end turn helpless. Paladins, follow with Divine Smite on their next hit for crit fishing since prone isn't needed. Averages 1-2 rounds of denial per fight.
    • •Use 'Halt' on ranged archers or casters 40+ feet away; they waste their turn while your martials close gap safely. Combines with Sentinel feat for reaction opportunity attacks if they try minimal move. Seen it shut down goblin snipers cold.
    • •'Approach' pulls enemies into your Spirit Guardians (15ft radius, 3d8 radiant half-speed) or ally readied AOEs—free 14 average damage without moving. Best vs isolated brutes; watch for readied attacks on entry. Flee isolates packs by splitting one off.

    Rules Notes

    • •Undead are immune regardless of command.
    • •Target must understand your language, or spell fails—no effect.
    • •Non-standard commands (e.g., 'Sleep', 'Jump') are GM fiat; if impossible (e.g., no legs to 'Grovel'), spell ends harmlessly.
    • •'Halt' prevents movement/actions but flying creatures hover minimally to stay aloft (RAW).
    • •Upcasting requires all targets within 30 feet of each other at cast time; saves independently.

    Synergies

    • •Paladin Divine Smite: 'Drop' or 'Grovel' sets up advantage/crits for 2d8+ slots nova (e.g., level 3: 4d8+12 average 30 DPR).
    • •Cleric Spirit Guardians: 'Approach' funnels into 3d8/turn aura (13.5 avg)—upcast chains 3+ targets at slot 3 for battlefield blender.
    • •Follow-up with Hypnotic Pattern (level 3) after 'Flee' strands them for auto-fails on isolated targets.

    Anti-Patterns

    • •Wasting slots on directly harmful commands like 'Die' or 'Attack'—target auto-succeeds save, full waste.
    • •Ignoring language: Ogres might obey Common, but devils need Infernal—scout first or fail silently.
    • •Overcommitting upcast slots on spread-out minions; 30ft grouping req makes it clunky vs skirmishers.

    Tactical Modules

    • •Drop Disarm — When to use: Melee threat with +1 longsword about to swing on your fighter (HP <50%).. Synergy: Allies gain advantage on attacks (no held weapon), Paladin Smites crit on prone follow-up; averages +5 DPR party-wide.
    • •Halt Caster — When to use: Enemy wizard channeling big spell, 50ft out, Wis +2 max.. Synergy: Party readies attacks; wastes their 9th-level slot while you nova—veteran table-saver.
    • •Approach Trap — When to use: Straggler outside 20ft AOEs like Web or Spike Growth.. Synergy: Pulls into 2d4/5ft thorns (13 avg/turn) or Hypnotic Pattern setup; free control+damage.
    • •Grovel Nova — When to use: Boss turn incoming, party burst ready.. Synergy: Prone grants advantage to all melee; Rogue Sneak Attack + Barb Reckless = 40+ DPR spike.

    Countermeasures

    • •Threat: Legendary Resistance (3/encounter bosses like dragons). — Response: Bait with cantrip first, then Command on failed save.. Fallback: Pivot to Guiding Bolt (4d6+1d6 next attack)—reliable 18.5 avg damage.
    • •Threat: High Wis save foes (druid minions +4 Wis). — Response: Upcast to hit minions too, dilute focus.. Fallback: Bane for -1d4 saves party-wide.
    • •Threat: Undead horde (skeletons immune). — Response: Never cast—check statblock first.. Fallback: Turn Undead or Sacred Flame (1d8 radiant, Dex save).

    Frequently Asked Questions

    is command good 5e

    Good overall, Excellent for Paladins/Clerics in humanoid fights. Disrupts single targets reliably on cheap slot; scales with upcast. Skip undead-heavy campaigns.

    best command words 5e

    Drop (disarm), Halt (no action), Grovel (prone adv). Approach for AoE pull, Flee to split packs. Avoid harmful like 'Die'—wasted.

    can command affect undead 5e

    No, undead immune explicitly. Works on constructs/oozes if they understand language.

    command vs bane 5e

    Command better single boss disruption (full turn waste). Bane superior minions (-1d4 attacks/saves x3 targets). Verdict: Command for priority targets.

    paladin command smite 5e

    Drop/Grovel sets up advantage/crits for Divine Smite nova (e.g., 5d8+15 ~37 avg). Top level 3 Paladin play.

    does command work on flying creatures 5e

    Yes, 'Halt' keeps aloft with min flight (RAW). 'Land' or 'Grovel' for prone fall if terrain allows.

    command spell upcast 5e

    +1 target/slot level above 1st, all within 30ft of each other. Great vs goblin packs at slot 3.

    can you twin command 5e

    Only Sorcerers with Twinned Spell (not core Cleric/Paladin). Paladins can't; use upcast instead.


    Citations: api:spells/command

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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