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Command 5e|D&D 5th Editions

This is a detailed guide for the command 5e spell. In this guide, I will be discussing some fundamentals of the 5e command D&D use, the 5e command spell limits, and the application of the Command spell.

For clarity purposes, You find the D&D 5e command spell on page 233 of the dnd 5e command players handbook.

What is Command 5e

Command 5e is a powerful spell in the Dungeon and Dragon (D&D 5e) 5th  Edition Game. The 5e command spell allows speaking one command to any of the creature or creatures you sight within a given range. 

With the power in command dnd 5e, you will have the ability to cast a spell on a  creature and this is done. Your target will then succeed on a Wisdom saving throw or even follow the command to its next turn.

Note: These three points

  1. The 5e command spell will have no  single effect if the target is not dead
  2. The Command 5e will also not affect if it doesn’t understand your language,
  3.  And finally, if your command is directly harmful to it.

Also, bear in mind, that in the D&D 5e, some commands and their effects follow.  So in most time, you might like going to issue a command other than one described that has not been well treated. 

If that’s the case with you, the DM determines how the target behaves. And finally, if the target can’t follow your command, that will be the end of the spell. Also check out Wild Kratts Games: Wild Kratts Full 157 Episodes

Some Common Command dnd 5e Application

There are six (6) terminologies in the command 5e you should be familiar with. These terminologies include

  1.  Approach
  2.   Drop
  3. Flee
  4. Rovel
  5. Halt
  6. At Higher Levels

The Approach

The approach is believed to be the target moves toward you by the shortest and most direct route, So for to end approach, you will have to turn it moves within 5ft of you.

The Drop

 Drop is when the target drops whatever it is holding and thereafter end it turns

The Flee

The flee is the moment the target will spends to turn and move away from you with the fastest and shortest available means.

The Grovel

The grovel is when the target will fall flat and then ends its turn.

The Halt

The halt is when the target doesn’t move, at this moment the target takes no further actions. Remember that flying creatures stay aloft if they are able able to stay.  However, the most move to do so, they will surely fly, though for a short distance in other to remain in the air.

At The Higher Levels

At the higher level is when you cast the spell using either the second level slot or a higher slot, in this case, you can affect one more creature for the level above the first slot. You should also remember, that all creatures must be within 30 from each other before you will target them.

Attributes of Command 5e
The Casting TimeOne Action
The ClassesCleric, Paladin
The Components Five (V)
The DurationOne Round
The Higher Spell Slot DescCasting this this spell using a spell slot of 2nd level or higher level, you are likely going to affect an additional creature for each slot level above 1st. Note that the creatures must be within 30 feet apart from each other when you target them.
The LevelOne (1)
The NameCommand
The Range60ft
The SchoolEnchantment
The TargetAny creature you can see within range

Limits of command dnd 5e

By the  limit we mean the do’s and don’t’s of the command  5e, so let us discuss dome few limitations of the 5e command spell are as follows

  • A creature must be living
  • The creature must understand your language
  • The command must not be directly harmful

The rules for casting Command 5e

There are some established rules the casting of 5e command spell follows through, they are.

  1. The command spell requires a verbal component, by implication, you must be able to speak the language the target will understand to be able to establish a link between the spell.
  2. The casting of the command must be only one word. This means that halt works, but “stop there cannot work

Uses of the Command 5e

There are two major uses of the command 5e spell and they include your role-play creative uses and combat creative uses. Now let explain each of the users individually.

Command 5e spell Roleplay Creative Uses

The role-play command 5e uses is mainly the use of the command to spell out the combative moments. Below are the two predominant uses of the role play in the command 5e spell. They include

  • Confess
  • Sign


This is a very power of of the spell in the D&D 5e, This can be extremely dangerous or useful depending on your Dm. Here you can confess about anything such as a particular plot behind the scene


The sign can gain you access to influencers after some kind of big signatures, the sign can also get you out of trouble too

Combat Creative uses

This is the most common type of the command 5e uses because the combat is an integral part of the D&D 5e, So the combat is use immediately

Command 5e DnD Spells List

Command 5e DnD Spells List allows you to create and customize your spell-book for each of your characters. You can click here to create your spell-book.

On the page click on the “Red Create Spell-Book” button, then once it loads, click on the spells that you like on the checkbox beside the spells on the table.

The spells will be added to your spell-book in a section of the page. Next is to roll the initiative and enjoy your spells. Also check out Roll20 5e Guide: Easiest Roll20 Token Maker 2021

Wrapping Up: Command 5e

You will observe that making all these powerful spells is just as simple as nothing if you understand the command 5e rules, uses, and limitations. I hope you enjoy this post, please click the share button below and share the article with friends and family


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