Common Uses Of Command Spells In Command 5e

There are leaders in both faerun world and our natural world who can shake mountains with one word. Using the Command spell, you too can become one of these leaders! With one word, you may be able to get yourself out of a difficult situation, endanger yourself instead of party members, and even force deadly enemies to flee in fear.

That being said, it has its rules, and places where it doesn’t have the most suitable magic to use. However,  Command 5e Guide is here.

Command Spell Is What?

In the Player According to the spell’s description:

First level enchantment

Casting Time: 1 action

Range/Area: 60 feet

Components: V

Period: 1 round

Classes: Cleric, Paladin

You speak a word command to a creature that you can catch within range. The target must follow the Wisdom Saving Throw or obey the command on the next turn. Spelling has no impact if the target is indeterminate, if it does not comprehend your language, or if your command is directly detrimental to it.

Follow some common rules and their effects. You can issue any command other than the one mentioned here. If you accomplish this, the GM decides how the target acts. If the target can’t obey your command, the magic finishes.

Grovel: The target gets hit and then ends its turn.

Approach: The target shifts towards you in the shortest and most direct way, completing its turn if it goes within 5 feet of you.

Fall: The target falls what it catches and then completes its turn.

Escape: The goal is to get away from you with the quickest available resources.

Rest: The target does not move and no action is taken. A flying creature lives at high altitudes provided it is able to do so. If it has to move to stay high, it covers the minimum distance it needs to stay in the air.

At higher grades: When you cast this spell using a second level or higher spell slot, you can affect one additional creature for each slot above 1. Creatures must be within 30 feet of each other when you hit them.

Are you Able To Give Commands?

Command-A words can be a little difficult for a spellcaster. What could be a better command word than spelling? It needs to be a word, it needs to command the target to do something, and it needs to be understood without any additional context. It may not be directly harmful(although indirect damage is a fair game).

To find out what words you can use to command creatures, many athletes turn to their pets. Pets must be capable to comprehend commands in a word, so you can examine these examples for spelling.

For example, you could ask an enemy to ‘sit’, ‘stop’, or ‘recover’ something thrown. It can be very funny to see a very angry robber sitting on the ground, standing, or running after a thrown ball. Another thing you can do is use words like ‘sander’ or ‘betrayal’

This will be at the discretion of the DM, but maybe Cinder can break the enemy or try to break the weapon he had. In deception, the enemy may not have a coat of arms, but they may refuse to fight. If you order a sorcerer to be ‘betrayed’, he can do harmful magic and create sure his allies get caught up in it. Or they could not use buffalo or healing magic.

This may involve playing a role in the potential outcome of the competition, especially if you command numerous enemies at once. It can be very interesting if one half of the enemy group suddenly stops moving or the other half is deceived by inaction if a fight starts!

Break Down The Spell 

First of all, it is first-class magic that is only available for the Paladin class and cleric class. This is very interesting because whenever you think of magics you think of magicians and warriors, but this magic grants clerics and priests more to do than just healing and killing the undead.

It has an area of 60 feet and has just one vocal element, which is the just command word. It stays only a short time, and the order is not made immediately but on the affected creatures. Finally, the affected creature may be successful at the Wisdom Saving Throw to prevent the effects.

For creatures that may be affected, they must be alive, not dead, and they must be capable to hear you speak. He also must be capable to understand the language in which you speak the word, and the command cannot be dangerous to him.

So you will not be able to catch anyone with a rock or a trap or harm yourself or others. That being said, it’s still a very good spell, especially when you throw it with a high spell slot and can command multiple creatures at once.

Social And Combat Purposes Are Different

The command is one of the rare attacks that can be used for social interactions during and outside a combat position. You can easily utilize the spell for both, especially when the party is facing a sticky problem. For example, if the party manages to apprehend a swindler or informant that it needs to pump knowledge, they can do this magic and order him to confess.

In most cases, the spelling lasts for a period of time (approximately 6 seconds), and while some DMs adhere to this principle, others break it. They will allow the NPC to confess for a little over six seconds, or force the casting character to concentrate on the spell. The other DM saves the wisdom after every two sentences to the affected character to see if they can terminate the command.

Other DMs only have to admit everything to NPC. Regarding their love life, their favorite food, if they are cheating on the cards, and under the sun every dirty secret besides the characters they want to confess. After all, the word confession is rather vague!

Another method to utilize the command spell is if the letters need to be signed by a merchant or if an agreement needs to be signed. Spelling and saying the word ‘sign’ can force someone to sign a contract for you.

You can even tell drink or eat to force someone to eat or drink potentially poisonous food. Because they do not know that food is toxic, it is categorized as indirect harm and magic will work.

Most of these are sociable uses, but there are some pleasure ways in which you can utilize spells in combat instead of playing a social role. Here are some of the finest combat tactics you may not have thought of, and they are more interesting than telling somebody to ‘stop’.

The Uses Of Fight

One of the best words you can say during a fight (or if the party sees itself in jail) is ‘inactive’ or ‘released.’ Especially if you focus on the spell caster from the enemy. Maybe you can force them to give up the magic of concentration they are using on your party, which can be very beneficial and will turn the tide of the war. There is a chance that your DM may change the meaning of the word and continue the spelling, but for the most part, you can stop the spelling.

‘Underdress’ can be another great word to use, especially if your target is in weighty weapons. Weighty armor takes ten minutes and lights five minutes. Even if they only make a fuss with their palms and boxes, they are not fighting your party and that would be a good distraction.

‘Defense’ is a suitable player’s choice, which fundamentally means throwing something out of the window. The commanded enemy can throw shields, weapons, or anything else, but unfortunately, they will not throw themselves. However, if you are in a location with a few windows, this can be a very entertaining command. Just make confident they don’t throw anything important that could kill someone along the way.

‘Fall’ or ‘trip’ can be one more interesting spell, especially when released at high altitudes and targeting opponents who are riding things or riding horses. They will fall and suffer losses. Although some DMs may rule that this is a direct loss, it depends on the DM. If they are on foot, falling is less dangerous and the characters will fall for a turn.

Command 5e Guide: FAQs

You speak the one-word command to a creature you can notice within range. The target must grow on a Wisdom saving throw or obey the command on its following turn. The attack has no effect if the target is Undead, if it doesn’t comprehend your language, or if your command is directly damaging to it.

Is My Target Have To Hear Me?

Admittedly, this is more common sense, but the rules do not say that you need to listen to your target. They simply state: that the spelling has no effect if the target is indeterminate, if he does not understand your language, or if your command is directly detrimental to him.

The target’s ability to hear you is not written down, and some DMs and players think that this means that the ability to hear is not a factor. They argue that it is magic that causes the target to follow the command, and the word command is just a stimulus. It depends on your party, the rules of your own home, and your interpretation as a basement master.

Yet, typical sense states that your target requires to hear you, after all, if they can’t hear the word how does it function anyway?

Yet, the effect only lasts one round. So they had to sacrifice on their next turn, and then instantly get up and start shooting again. You can target your allies with the magic, but the target still does not accomplish anything until their turn, so no attacks free, smart as that is.

Are They Aware They Have Been Commanded?

Like charming magic, after the spell ends and the round ends, the target will know that it has been commanded. If you command a trader to provide you the legal ownership of your business using ‘sign’ as your command word, the magic will end. Then they will probably use everything possible to get their business back!

Similarly, if the target is in a position of authority over your characters, they may have to follow orders but this is not something they have to be healthy about. Also, they have higher scores of wisdom, so they will be even angrier when they are commanded to do something they do not want to do.

This can add some results to the use of spelling for social play. This is first-class magic so most of the scholars and scholars will be able to use it immediately, but the consequences will prevent them from misusing it. Make sure the magic ends and the victim finds out whether he has been commanded, or not, and see the fun as things fire back at the characters!

Once you can use the command spell with a second-level spell slot or more, you can use it in larger groups. Usually, this can be for combat spells, as you can command a group of enemies to ‘sunder’, ‘drop’, or ‘stop’ and they will do so by the end of their turn, which Your party will need more. Breathing room

Still, it’s up to you. Most players know that the command spell is very appropriate, and they often choose to use it or not depending on the condition. That being said, don’t burn the spell slot if you don’t have to, this is often a good idea to order just one person.

Once you have access to high-level spells that take away your valuable high-end spell slots, you may not want to burn anyone on low-level spells unless the situation is special. Don’t ask for it.

 

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