A level 6 Glamour Bard will have access to Mantle of Majesty, cloaking yourself with fey magic to make others want to serve you. For 1 minute it will grant a bonus action of casting the Command Spell without using a spell slot. Though it does raise a lot of questions with how it would function.
• According to its context, and it states, "Any creature charmed by you AUTOMATICALLY FAILS its saving throw against the Command spell." Now I know that a Command spell does not instill a charmed effect (and I don't know if it has a save per turn against being charmed for the duration), where did the charmed effect come from?
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
The charm effect comes from any number of other bard spells or abilities that might charm a person. Basically it is saying that if you did something to charm a person, they can't save from this command effect.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
Also, in order to do this, you first have to charm something, and then spend all of your time using Command, which uses concentration. On top of that, at no point does this prevent your target from saving from whatever you did to charm them in the first place and then no longer being subjected to the auto-fail save for Command.
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
Also, in order to do this, you first have to charm something, and then spend all of your time using Command, which uses concentration. On top of that, at no point does this prevent your target from saving from whatever you did to charm them in the first place and then no longer being subjected to the auto-fail save for Command.
If you have successfully charmed something by whatever method, then yes you can use Mantle of Majesty (plus all your bonus actions for the duration) to take that charmed target out of the fight for a full minute, unless your concentration is broken. You can do it once per rest. Also, if you have charmed many creatures, perhaps with an enthralling performance, then you can change which one is targeted by Command each turn. Each command only lasts for one round though.
It is definitely powerful, and tactically flexible, but there are many limitations and weaknesses built into the ability that prevent it being problematic.
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
Yes, you can issue a Command to Grovel every turn over and over. This allows you to shut down a single Charmed enemy this way. It seems strong, but comes with some caveats. Many Charmed effects end when the target suffers damage or some other harmful effect, and you need at least a turn before combat to Charm the person before hand, making this a rather tricky effect to pull off in middle of a fight. It only works as a level 1 spell this way, targeting one person. And if you've charmed a creature, chances are you've already ended the fight in the first place.
You could cast Friend and Command together in a single turn, but that's targeting someone that's not already hostile, so again limited combat utility.
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
Also, in order to do this, you first have to charm something, and then spend all of your time using Command, which uses concentration. On top of that, at no point does this prevent your target from saving from whatever you did to charm them in the first place and then no longer being subjected to the auto-fail save for Command.
Command does not require concentration (but the Mantle of Majesty version does) and some charms last for a significant amount of time. Just be sure to charm by whatever methods that don’t require concentration. Enthralling Performance, for example, lasts for an hour which ought to give ample opportunity for an enemy to continually fail the save and obey.
There's a potential combo with the Wizard (Enchantment) 2 feature, Hypnotic Gaze, if you can manage to muster a decent Intelligence-based DC alongside your Charisma-based DC. Though, obviously it's a little more niche than even the other charms that Bard gives you, or other features like a Fey pact warlock that let you do a no-slot [Tooltip Not Found].
Action: Hypnotic Gaze, Wisdom save or be Charmed and Incapacitated and Speed 0 for as long as you stay within 5 feet and keep using your action to repeat, no further saves.
Now, a lot of what you can Command won't be useful on a 0-speed creature with no actions. However, you might be able to come up with other non-printed single word commands that fit an RP or niche scenario ("Confess" or "Answer", alongside your free-action ability to ask a simple question or two during your turn, to interrogate the enemy?)
Together, it's just one more no-slot-required option to dominate an e creature in conversation for a minute... and if you were a Wizard 14/Bard 6, you could even make them forget about it all after you're done?
A separate but related question I have for clarity: during the one minute can you cast command as a bonus action on different enemies, so technically for 10 rds? And also, does the command sustain on each enemy until they save?
[...] does the command sustain on each enemy until they save?
This is an old reply to an old post, so maybe I'm overlooking something, but the 2014 Command spell has a Duration of one round, and the 2024 Command version has a Duration of Instantaneous.
So for example, with the 2024 version, the spell is cast, and if the creature fails its saving throw, it uses its next turn to follow the command.
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Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.
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A level 6 Glamour Bard will have access to Mantle of Majesty, cloaking yourself with fey magic to make others want to serve you. For 1 minute it will grant a bonus action of casting the Command Spell without using a spell slot. Though it does raise a lot of questions with how it would function.
• According to its context, and it states, "Any creature charmed by you AUTOMATICALLY FAILS its saving throw against the Command spell." Now I know that a Command spell does not instill a charmed effect (and I don't know if it has a save per turn against being charmed for the duration), where did the charmed effect come from?
• Can a latest Command spell override the previous Command Spell being used by the same caster? Like on its every turn, it will issue a Command Spell to "Grovel" on the same charmed enemy over and over again, giving it no chance to even get up. Seems pretty much overpowered to me to invoke the charmed enemy to do a command on every turn.
The charm effect comes from any number of other bard spells or abilities that might charm a person. Basically it is saying that if you did something to charm a person, they can't save from this command effect.
Exactly what Metamongoose said. And, conveniently, Enthralling Performance charms humanoids.
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It seems that it is paired nicely with Enthralling Performance, which can potentially place multiple creatures into the charmed state!
Command does not require concentration (but the Mantle of Majesty version does) and some charms last for a significant amount of time. Just be sure to charm by whatever methods that don’t require concentration. Enthralling Performance, for example, lasts for an hour which ought to give ample opportunity for an enemy to continually fail the save and obey.
There's a potential combo with the Wizard (Enchantment) 2 feature, Hypnotic Gaze, if you can manage to muster a decent Intelligence-based DC alongside your Charisma-based DC. Though, obviously it's a little more niche than even the other charms that Bard gives you, or other features like a Fey pact warlock that let you do a no-slot [Tooltip Not Found].
Action: Hypnotic Gaze, Wisdom save or be Charmed and Incapacitated and Speed 0 for as long as you stay within 5 feet and keep using your action to repeat, no further saves.
Now, a lot of what you can Command won't be useful on a 0-speed creature with no actions. However, you might be able to come up with other non-printed single word commands that fit an RP or niche scenario ("Confess" or "Answer", alongside your free-action ability to ask a simple question or two during your turn, to interrogate the enemy?)
Together, it's just one more no-slot-required option to dominate an e creature in conversation for a minute... and if you were a Wizard 14/Bard 6, you could even make them forget about it all after you're done?
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I'm going to make this way harder than it needs to be.
A separate but related question I have for clarity: during the one minute can you cast command as a bonus action on different enemies, so technically for 10 rds? And also, does the command sustain on each enemy until they save?
yes. and yes.
This is an old reply to an old post, so maybe I'm overlooking something, but the 2014 Command spell has a Duration of one round, and the 2024 Command version has a Duration of Instantaneous.
So for example, with the 2024 version, the spell is cast, and if the creature fails its saving throw, it uses its next turn to follow the command.
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