COMMAND 5E: What Every Player Must Know

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 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 you 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 most times, you might like 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 D&D 5e Command Applications

The command 5e contains six (6) terminologies that 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 thought to be the target moves toward you by the shortest and most direct route, so you will have to turn it moves within 5ft of you to end approach.

The Drop Drop occurs when the target drops whatever it is holding and then turns.

The Flee

The flee is the time it takes the target to turn and move away from you using the quickest 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, if they are compelled to do so, they will undoubtedly fly, albeit for a short distance in order 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 of each other before you will target them.

Attributes of Command 5e
The Casting Time One Action
The Classes Cleric, Paladin
The Components Five (V)
The Duration One Round
The Higher Spell Slot Desc Casting 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 Level One (1)
The Name Command
The Range 60ft
The School Enchantment
The Target Any creature you can see within range

Limits of command dnd 5e

By limit, we mean the do’s and don’ts of the command 5e, so let us go over some of the limitations of the 5e command spelling, which 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,.

  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 can not 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 me explain to 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 played in the command 5e spell. They include

  • Confess
  • Sign


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

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 used because combat is an integral part of the D & D 5e, so combat is used immediately.

Command 5e DnD Spells List

Command 5eDnD 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 the 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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