Command, Variant (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Command
1st-level Enchantment
Casting time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, Up to 10 minutes


You speak a single-sentence (not exceeding three words) command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command immediately. The spell has no effect if the target is undead (unless you incorporate ascended paradigm mana into the casting), 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 GM determines how the target behaves. If the target can’t follow your command, the spell ends.

When this spell is cast on another person while it is still active on someone the spell ends abruptly and the first person makes a wisdom saving throw, realising that they were controlled with magic on a success. If the spell ends normally they are none the wiser.

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 me. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you remaining this way until the spell ends.
  • Drop your belongings. The target drops whatever it is holding and then ends its turn remaining this way until the spell ends.
  • Remove your clothes. The target spend the duration of the spell removing all clothing and then ends its turn until the spell ends.
  • Run away quickly. The target spends its turn moving away from you by the fastest available means remaining this way until the spell ends.
  • Grovel before me. The target falls prone and then ends its turn remaining this way until the spell ends.
  • Halt your movement. 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 and avoiding obstacles, remaining this way until the spell ends.
  • Pay no mind. The target will ignore the existence of the caster specifically and their immediate vicinity in general, they are unable to perceive events for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can have up to (spell slot level)2 additional creatures simultaneously under the control of this spell at once. Additionally the duration is changed to concentration, up to (spell slot level) hours and the command sentence can be (spell slot level)2 additional words long. At 5th level or higher, the concentration requirement is removed.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsPaladin
Back to Main Page5e HomebrewSpellsWizard