gdritter repos dndbooks / master spells / command.tex
master

Tree @master (Download .tar.gz)

command.tex @masterraw · history · blame

\subsection{Command}\label{command}

\emph{1st---level enchantment}

\begin{itemize}
\tightlist
\item
  \textbf{Casting Time:} 1 action
\item
  \textbf{Range:} 60 feet
\item
  \textbf{Components:} V
\item
  \textbf{Duration:} 1 round
\end{itemize}

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, 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 DM determines
how the target behaves. If the target can't follow your command, the
spell ends.

\textbf{Approach.} The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.

\textbf{Drop.} The target drops whatever it is holding and the ends its
turn.

\textbf{Flee.} The target spends its turn moving away from you by the
fastest available means.

\textbf{Gravel.} The target falls prone and then ends its turn.

\textbf{Halt.} 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.

\textbf{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. The creatures must be within 30 feet of each other
when you target them.