Command

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, or if your command is directly harmful to it. Common commands include Approach, Drop, Flee, Grovel, and Halt.

At a Glance

Level
1st
School
Enchantment
Casting Time
1 action
Range
60 feet
Duration
1 round
Concentration
No

How Command Works

Casting Time1 action
Range60 feet
ComponentsV
Duration1 round
Saving ThrowWisdom

Available to:

ClericPaladin

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.

Common Mistakes

Common Mistake
Giving multi-word or complex commands - it must be a single word
Common Mistake
Forgetting the creature must understand your language
Common Mistake
Trying commands that are directly harmful like 'Die' or 'Suicide' - these don't work
Common Mistake
Not realizing the effect only lasts until the end of the target's next turn

DM Tips

DM Tip
Be flexible with creative one-word commands but enforce the spirit of the limitation
DM Tip
Commands like 'Betray', 'Confess', or 'Surrender' can lead to great roleplay moments
DM Tip
The short duration makes this spell tactically interesting without being overpowered
DM Tip
Consider how NPCs might creatively interpret ambiguous commands

Sources & Further Reading