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    Overview

    Compulsion is a 4th-level enchantment spell exclusive to Bards that lets you dictate horizontal movement directions for multiple enemies via Wisdom saves and bonus actions. It's a niche battlefield control tool that shines in open terrain for kiting foes into pits, off cliffs, or into ally opportunity attacks, but it's mediocre overall due to repeated saves, charm immunity blocks, and better alternatives like Polymorph. Veterans love it for creative positioning plays, but it's a trap for most tables—save your slots unless the terrain screams for it.

    Stat Block

    PropertyValue
    Level4
    SchoolEnchantment
    Casting Time1 action
    Range30 feet
    ComponentsV, S
    MaterialNone
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackWIS
    ClassesBard

    When NOT to Use This

    • •Tight corridors block movement paths.
    • •High-Wis save enemies (druids, clerics).
    • •No hazards or open space within 30ft.
    • •Against charm-immune creatures like zombies.
    • •When you need damage or single-target lockdown.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencySituational—worth it 1/5 combats with perfect setup.
    Action EconomyGood
    Opportunity CostHigh: Beats Polymorph (DPR 50+ T-Rex) or Banishment (removal).

    When worth the slot: Terrain hazards + 3+ mobile enemies.

    When NOT worth the slot: Indoors, bosses, or vs Wis-proficient groups.

    Pro Tips (Veteran Secrets)

    Tip #1: Always pre-designate direction before enemies act; bonus action on YOUR turn controls their NEXT turn.

    Why veterans know this: Predicts enemy initiative—herd them mid-combat before they close gaps.

    This avoids the mistake of: Forgetting bonus action timing wastes the spell.

    Tip #2: Target the highest HP foes first; their movement drags allies via forced clustering.

    Why veterans know this: Maximizes value on tanks who save less often early.

    This avoids the mistake of: Wasting on squishies that die to cantrips.

    Tip #3: Use in chases: Force pursuers to detour around obstacles, gaining 60+ft separation.

    Why veterans know this: Turns retreats into advantages; Bards excel at utility.

    This avoids the mistake of: Ignoring mobility denial potential.

    Common Mistakes to Avoid

    Casting on charmed-immune undead/fiends.

    Why it's bad: Auto-save wastes a 4th slot; 0% success.

    Do this instead: Scout immunities first or use Turn Undead.

    Expecting vertical movement off cliffs.

    Why it's bad: Strictly horizontal; DMs rule slopes only.

    Do this instead: Confirm terrain; use Thunderwave for pushes.

    Forgetting post-move save.

    Why it's bad: Spell ends 50%+ turns prematurely vs average Wis.

    Do this instead: Bonus action direct only viable targets.

    Usage Tips

    • •Cast in wide-open battles with hazards like chasms or lava—direct 4 goblins 30ft each into a 40ft pit for instant kills.
    • •Use bonus actions to herd packs toward your Fighter's Sentinel feat for repeated OAs, averaging 4-6 extra attacks per round.
    • •Pair with Haste on melee allies; enemies flee right into their blades while you maintain control effortlessly.

    Rules Notes

    • •Targets must be able to see you and hear you; deafened or blinded creatures are immune.
    • •Affected targets auto-succeed if immune to charm (e.g., undead, fiends).
    • •Direction is horizontal relative to you—can't force vertical movement like jumping off ledges unless it's a slope.
    • •Targets prioritize movement after their action but can make another Wis save immediately after moving, potentially ending early.
    • •No movement into obvious deadly hazards (DM call: fire pits yes, but arrow traps maybe not).
    • •Provokes opportunity attacks during forced movement.

    Synergies

    • •Hypnotic Pattern: Follow up incapacitated foes stumbling into your directions.
    • •Spike Growth: Force enemies to take 4d4 piercing per 5ft moved, up to 28 damage average on a 30ft push.
    • •Wall of Fire: Kite packs through the wall for 10d8 fire damage over turns.

    Anti-Patterns

    • •Avoid in tight dungeons; 30ft range and horizontal limit make it fizzle.
    • •Don't waste on single targets—Polymorph does more with one slot.
    • •Skip vs high-Wis foes like clerics (save bonus + proficiency = 70%+ success rate at level 7).

    Tactical Modules

    • •Hazard Herding — When to use: Open maps with pits/cliffs within 60ft.. Synergy: Enemies move max speed (30-40ft avg), provoking OAs; combo with Sentinel for lockdown.
    • •Pack Separation — When to use: Clumped melee enemies threatening your backline.. Synergy: Split boss minions 180 degrees apart, isolating for focus fire.
    • •AOE Setup — When to use: Before Fireball or similar.. Synergy: Cluster 4+ foes in 20ft radius for full AoE hits, multiplying damage output.

    Countermeasures

    • •Threat: Enemy with high Wis save or Legendary Resistance. — Response: Target minions first; use Bane to debuff saves by 1d4.. Fallback: Pivot to Hypnotic Pattern for Incapacitated control.
    • •Threat: Dispel Magic from enemy caster. — Response: Position out of counterspell range; recast if needed.. Fallback: Fall back to Dimension Door for escape.
    • •Threat: Confined indoor fight. — Response: Don't cast—switch to Hold Person.. Fallback: Use Shatter for AoE burst instead.

    Frequently Asked Questions

    is compulsion good 5e

    Situational at best for Bards. Excels herding packs into hazards for free kills, but repeated Wis saves and charm immunity make it unreliable vs Polymorph's reliability.

    compulsion 5e guide bard

    Prime for Lore Bards in open battles. Use bonus actions to kite into Spike Growth (avg 28 dmg) or ally OAs. Skip indoors—grab Polymorph instead.

    can you twin compulsion 5e

    No, it targets multiple creatures. Twinned Spell only for single-target. Use for groups instead.

    does compulsion work on undead 5e

    No—undead can't be charmed, auto-success on save. Target living foes only.

    compulsion vs confusion 5e

    Compulsion better for precise positioning (e.g., into pits). Confusion superior for chaos/AoE denial but Int save.

    compulsion 5e underwater

    Yes, if they hear you (no verbal block specified). Horizontal works fine; great for aquatic kiting.

    is compulsion worth a 4th level slot 5e

    Only if terrain favors it—otherwise, Banishment or Polymorph outperform.

    compulsion 5e opportunity attacks

    Yes, forced movement provokes OAs. Herds enemies into Sentinel Fighters for 4+ attacks/round.


    Citations: api:spells/compulsion

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

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