Command spell icon: a face shouting a command
Icon by Lorc, CC BY 3.0

Command 5e spell

1st-level enchantment · 2024 version below

Casting time
1 action
Range
60 feet
Components
V
Duration
1 round
School
Enchantment
Level
1
Saving throw
Wisdom

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

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

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.

How Command plays

You speak one word to a creature you can see within 60 feet. If it fails a Wisdom saving throw, it follows the command on its next turn. The spell lasts a single round, but for a 1st-level slot with only a verbal component, one enemy turn spent doing what you say is a good trade.

The spell lists five commands: Approach, Drop, Flee, Grovel and Halt. You can use another word, and the DM decides what the target does. It has no effect on undead, on a creature that doesn’t understand your language, or if the command is directly harmful to the target, so “die” doesn’t work.

When to pick Command

Common questions

What does Grovel do?

The target falls prone and then ends its turn, so it gives up its whole turn. Until it stands up, melee attacks against it from within 5 feet have advantage, and standing up costs it half its movement on its next turn.

Can I make up my own command?

Yes, as long as it’s one word. The DM decides how the target carries it out. If the target can’t follow the command, the spell ends.

What counts as “directly harmful”?

A command whose obvious result is hurting the target, like “die” or “burn”. That’s a DM call at the edges: most tables allow Flee even when running away will provoke opportunity attacks, because the command itself isn’t the harm.

Does Command work on undead?

Not in the 2014 rules: the spell has no effect on undead, or on a creature that doesn’t understand your language. The 2024 version drops both restrictions.

What changed in the 2024 rules?

The 2024 Command adds bards, limits you to the five listed commands, drops the undead and language restrictions, and makes Halt stop bonus actions too. Upcast targets no longer need to be within 30 feet of each other.

Command compared with similar spells

SpellHow it compares
Hold Person2nd level: paralyzes a humanoid for up to a minute, with a save each turn. Much stronger, but humanoids only and it needs concentration.
Hideous Laughter1st-level bard and wizard spell: prone and incapacitated for up to a minute, with saves each turn and whenever it takes damage.
Suggestion2nd level: a sentence or two of reasonable-sounding instruction, followed for up to 8 hours. Command’s out-of-combat big brother.
Dominate Person5th level: take over a humanoid for up to a minute and direct it telepathically.

Classes that can cast Command

ClassFirst availableSpellcasting ability
Cleric spells1st character levelWisdom
Paladin spells2nd character levelCharisma

Command in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
60 feet
Components
V
Duration
Instantaneous
School
Enchantment
Level
1
Classes
Bard, Cleric, Paladin

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. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet 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 has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 1st-level enchantment spells

Browse: all 1st-level spells · enchantment spells