You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
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Posted Jan 20, 2026Yes, that has always been part of this spell in 5th edition.
I think you're vastly overestimating the practical impact of a creature being Prone for a round, especially a high-level enemy that has legendary actions. It's extremely unlikely that a level 1 party would be able to eliminate a CR 20 monster in one round, even if they had advantage on all their attacks against it. And the spell does nothing at all if the target succeeds on the saving throw, which high-level monsters tend to be pretty good at.
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Posted Feb 2, 2026I understand if different languages had trouble with this spell because of the "one word" bit. However that can be easily remedied with "one command", and having the creativity to use this spell in unorthodox ways WAS THE ENTIRE POINT OF THE SPELL WAS IT NOT?! Yeah this is going directly in the trash, literally no point to the spell now except for people who follow the rules to the T to a fault
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Posted Feb 2, 2026What do you mean exploit? You mean just using the spell as intended? It was made for you to make up your own command, and a couple of commands were given as example. Literally the whole point was to be creative with it. It's only as "exploitive" in the rules as casting a fire spell on a stick to make a torch. The game should reward creativity not punish it
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Posted Feb 10, 2026If you Command a target to flee, the fastest available means to get away from you could be going off of a cliff. After all, a 100 foot drop beats 60 feet of dashing away
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Posted Feb 10, 2026Does anything in this description specify it doesn't work on say... beasts? Old Command needed the target creature to understand your language, but this one doesn't
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Posted Feb 10, 2026This version of the spell works on any creature.
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Posted Feb 24, 2026right? its now arguably one of the strongest cc spells in the game
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Posted Feb 24, 2026RAW? yes
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Posted Feb 28, 2026Since it spent its action dashing, and have no movement left, RAW, it could only use its bonus action.
However, RAI, it doesn't get the bonus action either. It dashes, then ends its turn. This is how I rule it.
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Posted Mar 2, 2026I'm not convinced that's the actual intent, but it's a reasonable house rule.
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Posted Mar 7, 2026I think that's the intent with all the commands.
It executes the command --> then the creature loses what's left of its turn.
Approach is the only command not following that pattern, which I think is due to sloppy wording instead of intent.
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Posted Mar 9, 2026I see where you're coming from, but I would still argue that if they intended for all the options to be the form of "do the thing, then immediately end your turn without doing anything else", they would've explicitly said that as a general statement outside the list of options.
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Posted Mar 9, 2026Are you for real?
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Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
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Grovel. The target has the Prone condition and then ends its turn.
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Flee. The target spends its turn moving away from you by the fastest available means.
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Drop. The target drops whatever it is holding and then ends its turn.
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Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Approach. Can reach you.
Approach. Can not reach you.
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In all examples except where approaching from too far, including approach where it reaches you, they lose their turn. That's the whole point of the spell. How do you not see the pattern? How can some one be so fundamentally naive that they think all spells are perfectly written without flaws? How can some one play a game without critical thought and cognitive flexibilty, playing every rule verbatim? Don't you think that this spell, which has been around for a while, have been re-worked, over and over? Snippets of text copy-pasted from earlier games into newer editions, with ample opportunity to get parts of a spell description slightly wrong or incomplete?
3.5 command
If it wasn't for the fact that I've read your other 800 comments, I would think you were trolling. In the beginning, I thought it was a positive thing that you were out here, helping the noobs with basic questions. Now, not so much.
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Posted Mar 16, 2026Take a breath. Please.
As I said, I understand your logic, and running it that way is perfectly reasonable. I've never had anyone actually use the "Approach" version in a game I was running, but in practice I'd probably run it that way too. All I said was that I wasn't sure that was the original intent of whoever wrote it.