Command
Level 1 · Enchantment
- Save
Command is an enchantment spell at level 1, sitting on the bard, cleric, and paladin lists. Cast time: Action. Range 60 feet, components V, duration instantaneous. Effect: You speak a one-word command to a creature you can see within range. At higher levels: You can affect one additional creature for each spell slot level above 1.
Stat Block
- Level
- 1
- School
- Enchantment
- Casting Time
- Action
- Range / Area
- 60 feet
- Components
- V
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Cleric, Paladin
- Material
- —
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Enchantments are the spells of social combat. They make allies of enemies and obedient pawns of independent creatures. The school tag on Command is earned by the target it actually affects — the spell rewrites a sentient creature's intent or perception. At level 1, Command is affordable in any caster's daily plan.
Class Fit
- Bard: Bards rely on Bardic Inspiration for most action-economy boosts; Command matters when Inspiration isn't the right tool for the moment. Command has an at-higher-levels rule; the spell's per-slot scaling makes upcasting worthwhile in the right context.
- Cleric: Wisdom is the Cleric's casting stat, and the DC scales with proficiency bonus plus Wis modifier — Command is castable at the Cleric's normal DC. At 60 feet, Command stays usable from the caster's typical positioning.
- Paladin: Oath bonus spells fill some of the prep automatically — Vengeance gets Bane and Hunter's Mark, Devotion gets Protection from Evil — check before adding Command manually. The higher-level scaling on Command is described in the spell text; check it before upcasting.
Tactical play (Doungim editorial)
Wis save; force a single-word order (Drop, Flee, Approach, Halt, Grovel) for one round.
Related Spells
Frequently Asked Questions about Command
- What level spell is Command?
- The spell Command is a level 1 spell in the Enchantment school. Bard, Cleric, Paladin all have access to it.
- What save does Command require?
- Targets of Command make a Wisdom saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
- What is the range of Command?
- Command can target a point or creature within 60 feet of the caster.
- What components and casting time does Command need?
- To cast Command: the components are V with a standard Action.
- Can Command be upcast?
- Command scales when upcast: You can affect one additional creature for each spell slot level above 1.