I suppose halt would be preferred to grovel if you wanted to waste the target's action and allow other party members to attack the target at range (since the prone condition would cause disadvantage for ranged attacks).
"Flee" sounds to me like the better option. Because the target still loses their turn regardless, but now they're also farther away from you, which is usually beneficial if you're a spellcaster.
They all “do the same effect” on the next turn, preventing them from taking actions. Flee ( would be greater though) because would provide OA ( and if there’s a rogue around) bonus sneak attack. Then I would say Drop ( given advantages.
Another strategic use would be for no lethal action. To capture something that would need alive. Or your a pacifist and don’t believe in killing.
The general idea of Command is that the affected creature(s) "skip" their next turn. Which option is the most strategically relevant to you would vary from one moment to the next.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Since both Drop and Grovel specify a specific action then followed by ending the turn. And Halt just specifies that the target does nothing.
But doesn't that mean that Grovel and Drop are basically Halt with added benefits?
For reference: https://www.dndbeyond.com/spells/2618985-command
I feel like I'm missing something, but I can't quite put my finger on it
I suppose halt would be preferred to grovel if you wanted to waste the target's action and allow other party members to attack the target at range (since the prone condition would cause disadvantage for ranged attacks).
I see Halt simply as another option of the spell, useful or not depending on the situation.
But yes, I guess Drop and Grovel are usually better options in comparison.
Drop, Halt and Grovel all make a 2024 Barbarian end its rage unless it passes the save or is 15th lvl or above in Barbarian ... poor barbarians..
"Flee" sounds to me like the better option. Because the target still loses their turn regardless, but now they're also farther away from you, which is usually beneficial if you're a spellcaster.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
They all “do the same effect” on the next turn, preventing them from taking actions. Flee ( would be greater though) because would provide OA ( and if there’s a rogue around) bonus sneak attack. Then I would say Drop ( given advantages.
Another strategic use would be for no lethal action. To capture something that would need alive. Or your a pacifist and don’t believe in killing.
The general idea of Command is that the affected creature(s) "skip" their next turn. Which option is the most strategically relevant to you would vary from one moment to the next.