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Dcommand word an action11/29/2023 ![]() ![]() This could add some roleplaying a potential consequences to encounters, especially if you command multiple foes at once. Or they could not use a buff or healing spell. If you cast a command of ‘betray’ on a wizard, then they might cast a harmful spell and make sure their allies get caught in it. Betray might not have the enemy turning turncoat for around, but they could refuse to fight. These would be at the DM’s discretion, but perhaps sunder could have the enemy break or attempt to break the weapon they were holding. Another thing you could do is say words like ‘sunder’ or ‘betray’ Watching a very angry bandit sit on the ground, stand stock still, or even run after a thrown ball could be very comical. Pets need to be able to understand commands in one word, so you can look at those examples for the spell.įor example, you could tell an enemy to ‘sit’ ‘stay’ or even to ‘retrieve’ a thrown item. To figure out what words you can command creatures with, many players turn to what they tell their pets. It also can’t be directly harmful (although indirect harm is fair game). Aside from the given commands that are inside of the spell, what else could be a good command word? It needs to be a single word, it needs to command the target to do something, and it needs to be understood without any additional context. ![]() ![]() Having a single word command can be a bit tricky for the spellcaster to figure out. That being said though, it is still a very useful spell, especially whenever you cast it with a higher spell slot and can command multiple creatures at the same time. So you won’t be able to make someone walk off a cliff or into a trap, or harm themselves or others. It also needs to be able to understand the language that you speak the word in, and the command can’t be harmful to it. Finally, the affected creature can succeed on a Wisdom saving throw to ward off the effects.įor the creatures that can be affected, they must be alive and not undead, and they must be able to hear you speak the word. It also only lasts for one round, and the command is not carried out immediately, but rather on the affected creature’s turn. It has a range of 60 feet and only a vocal component, which is the single command word being said. This is very interesting because whenever you think of spells you think of wizards and warlocks, but this spell gives more for clerics and paladins to do rather than just to heal and smite undead. The creatures must be within 30 feet of each other when you target them.įirst, it is a 1st level spell that is available to the Clerics Class and Paladin Class only. 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.If it must move to stay aloft, it flies the minimum distance needed to remain in the air. ![]() A flying creature stays aloft, provided that it is able to do so. The target doesn’t move and takes no action.The target falls prone and then ends its turn.The target spends its turn moving away from you by the fastest available means.The target drops whatever it is holding and then ends its turn.The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.If the target can’t follow your command, the spell ends. If you do so, the GM determines how the target behaves. You might issue a command other than the one described here. Some typical commands and their effects follow. 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. The target must succeed on a Wisdom saving throw or follow the command on its next turn. You speak a one-word command to a creature you can see within range. Question: Should I Use Command On Large Groups?Īccording to the spell’s description in the Player’s Handbook:.Question: Does The Target Know They Have Been Commanded?.Question: Does My Target Have To Hear Me?. ![]()
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