Command — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
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.
| Property | Value |
|---|---|
| Level | 1 |
| School | Enchantment |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V |
| Material | None |
| Duration | 1 round |
| Concentration | No |
| Ritual | No |
| Save/Attack | WIS |
| Classes | Cleric, Paladin |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Excellent—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 Economy | Excellent |
| Opportunity Cost | Healing 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.
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.
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.
Why veterans know this: Shuts down clerics yelling Hold Person—seen dragons flee muted.
This avoids the mistake of: Forgetting V-component reliance.
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.
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.
Why it's bad: Only primary affected; wastes scaling.
Do this instead: Position mid-fight or pre-cast Bless for +1d4 save edge.
Good overall, Excellent for Paladins/Clerics in humanoid fights. Disrupts single targets reliably on cheap slot; scales with upcast. Skip undead-heavy campaigns.
Drop (disarm), Halt (no action), Grovel (prone adv). Approach for AoE pull, Flee to split packs. Avoid harmful like 'Die'—wasted.
No, undead immune explicitly. Works on constructs/oozes if they understand language.
Command better single boss disruption (full turn waste). Bane superior minions (-1d4 attacks/saves x3 targets). Verdict: Command for priority targets.
Drop/Grovel sets up advantage/crits for Divine Smite nova (e.g., 5d8+15 ~37 avg). Top level 3 Paladin play.
Yes, 'Halt' keeps aloft with min flight (RAW). 'Land' or 'Grovel' for prone fall if terrain allows.
+1 target/slot level above 1st, all within 30ft of each other. Great vs goblin packs at slot 3.
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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