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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
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 falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
If someone is concentrating on a spell and gets Command casted on them, do they break concentration?
Fun fact: my DM ruled that an unconscious player can be commanded to, for instance, "Walk". The target is not undead, they do understand the language, and the command wasn't directly harmful to them. They can't roll a wisdom save (they're unconscious), so it automatically succeeds.
This would be up to your DM, but I would say (if it were my campaign) that since it's solely verbal, you could get away with issuing the command in a complete sentence.
Kind of like "Oh, this food is so good in gonna drool" and have 'drool' be the issued word.
Again. Up to your DM
“Juggle” is a fun one to use against dual wielders
There's a certain M-word you could tell somebody to do. Might be entertaining to hear the DM describe the result of the failed save.
And one heck of a way to break a caster's concentration!
Say someone has clones of themselves and you cast command would it cast on the clones or the actual person
I intend to fight at some point in the future creatures who understand only <language>. I do not know <language>, but I am in contact with an ally/npc who does. I ask him for the <language> word for "flee". I spend some time asking him for the proper inflections, pitch. Would I be able to use the command spell on my target adversaries after that?
It only lasts one round. Halt has a similar effect and the spell description is definite (aka not DM dependant). Most commands in the description effectively cause the target to waste his turn and/or make things that are contextually ill advised (like going prone while facing melee combattants).
I'm curious as to what one word command you'd use. Just saying "throw" could be interpreted as throw something in either hand, or something laying close by, not necessarily the staff that you want thrown.
And for Booming Blade, doesn't the target have to actually be hit with a weapon attack?
What is the passing/failing Wisdom saving throw here? Is it 15 and above that's a passing saving throw?
Command: Poop was a fun one that our table decided to ban because we all kept doing it so much.
your dm i guess doesnt know what 1 round means
or all your combats only last 2 rounds max
even if you have 10 billion things to count they stop after 6 seconds
that is possible but not op.becaus of a little known thing called READING THE SPELL it only lasts 1 turn
i swear every "broken" way to use this
or "op needs nerf" by dm is made irrelavant by reading the fking spell
you need to make the command in 1 word and it only lasts a round and cant be directly harmfull
to break everyones ideas of "op ways to use this"
it lasts 1 round (so take off your heavy armor lasts 6seconds and then they stop with their armor still on)
you cant make them do anything directly harmfull (so no forced shit becaus that is directly harmfull , but yes stab your friend since thats indirectly harmfull)
it needs to be 1 word command (so no disarm your friends and betray them)
99% of ways people "exploit" this spell are ruined by READING WHAT THE SPELL DOES
i get so tired of idiots on reddits and tiktoks
Probably it does, since if it cannot understand your command, the spell fails
Fun uses of this spell, GM approval required.
Answer: Target answers the next thing they are asked
Betray: The target spends its turn attacking or impeding an ally.
Capsize: Flip a boat
Cease/dispell/deactivate : The target stops what it is doing (concentrating on a spell, grappling someone). Target ends a spell.
Crash: Crash a vehicle, or run into something
Give: The target hands you what it is holding
Sleep: The target goes to sleep and is unconscious for one turn.
Vomit: Target spends their turn vomiting, and that includes any of your allies they swallowed.
Eat/Drink: Target spends their turn eating or drinking the thing you poisoned.
Sign: Force someone to sign a contract
Throw: Throws what they are holding
You only need one word, "Obey".
I noticed a weird interaction w/ Command. If your target is immediately before you in initiative, they don’t follow your command instantly. They have another full round to use their reaction to nullify your spell. So the longer your target goes after you, the less effective Command might be. If only they lost their reaction too. Maybe this is just action economy 101.
I, too, wanted to use autodefenestrate; I salute your vocabulary. I agree, it's open to interpretation; does knowing the language include knowing the word that was used? At first I wanted to say it didn't matter, but the more I consider, the more I think knowing the word itself is the key element.
Note that "defenestrate" works do matter what floor they are on, because it harms whoever they try to throw out the window but not themselves.