D&D 5E Command: Additional options

Hawk Diesel

Adventurer
So Command works by giving a one word command that the target must follow for one round if they fail their save. The spell description gives a few possibilities, but also states that the spell could cover additional commands based on the DM. So I was wondering what creative ways others may have used or thought about command.

For example, I was thinking for getting by guards. Could you command something like like "Sleep," "Forget," or "Ignore"? And as a DM, if you heard a player attempt such commands, how might you handle it?

Personally, I believe in rewarding creativity, but could such commands be abused or somehow not work as intended?
 

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Command only lasts for 1 round. A "sleep" command is going to be functionally the same as "grovel" I wouldn't allow "forget" or "ignore", as those would need to last longer than the round to be of any use. It's not quite a jedi mind trick.
 

"Die" was always the favorite back in the early days, but all it did was cause the target to become unconscious. I would have "Sleep" do the same thing. As for "Forget" or "Ignore" I would just have the target stand in confusion for a round, as they reorient themselves.

My current favorite Command is "Defecate" :devil:
 

Toss someone a poisoned apple and say, "Eat."

Toss someone a vial of alchemist's fire and say, "Drink."
 

Here's another fun one: "Undress." Even if your enemy only gets half way through in 6 seconds, that still puts them at a serious disadvantage.

Or, if you want a more fun way to make someone drop what they are holding, "Clap."
 

During one particular fight, the War Cleric in my party cast Command: Grovel on an enemy, intending to hit him with advantage when the guy fell to the ground and went prone.
The enemy went prone, and in the next round, the War Cleric critical fumbled.
With advantage.;)

Yeah, he wasn't too happy the rest of the session.
 
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Throw to get rid of the weapon he is holding.
Strip to make him remove his armour.
Silence to prevent him from speaking (in a political setting).
Flee to make him move away from the party.
Come to make him move closer to the party.
Talk to make a prisoner talk.
Steal to make a nobleman try to pickpocket someone and ruin his reputation.
 

You could try to command one of your party members as well. If the fighter has a slow speed and moves on his turn you can command him to move or run on your turn as well. This will get him closer to the action and you can stay back an cast spells. As a DM I would require a save though.
 


You could try to command one of your party members as well. If the fighter has a slow speed and moves on his turn you can command him to move or run on your turn as well. This will get him closer to the action and you can stay back an cast spells. As a DM I would require a save though.

That's not how the spell works though, the target has to follow the command on the target's next turn. So he wouldn't get to move on your turn.
 

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