Command
1 Round
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 - Doesn't understand your language
- Would be directly harmed by the command
Some typical commands and their effects:
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5ft 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 stays where it is and takes no actions.
You might issue a command other than the ones described. If you do so, the GM determines how the target behaves.
If the target is prevented from following your command, the spell ends.
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 1 additional creature for each slot level above 1st.
The creatures must be within 30ft of each other when you target them.
- name Command
- classes
- Cleric
- Paladin
- prepared false
- duration 1 Round
- casting_time action
- level 1
- upcast_levels
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- range 60
- type spell
- effect influence
- action_type
- action
- spell slot
- school Enchantment
- components V