Command
- Level
- Level 1 · Enchantment
- Cost
- Action + 1st-level spell slot
- Range
- 18 m
- Roll
- Wisdom save
- Components
- Verbal, Somatic
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Options when you cast it 5
| Option | Damage | Applies |
|---|---|---|
| Command: Halt | — | Command: Halt (1 turns) |
| Command: Approach | — | Command: Approach (1 turns) |
| Command: Drop | — | Disarmed (1 turns) |
| Command: Flee | — | Command: Flee (1 turns) |
| Command: Grovel | — | Command: Grovel (1 turns) |
Who can get it
From the game's class, subclass and race progression tables (the level is the class or character level it first becomes available at), feat choices, equipment boosts and scrolls.
Classes 3
- Cleric · always known, from level 1
- Paladin · always known, from level 2
- Bard · can pick, from level 10
Subclasses 4
- Knowledge Domain (Cleric) · always known, from level 1
- The Fiend (Warlock) · can pick, from level 1
- Oath of the Crown (Paladin) · always known, from level 3
- College of Lore (Bard) · can pick, from level 6
Feats 1
- Magic Initiate: Cleric · can pick
Equipment 2
Netherstone-Studded Gauntlet · always known
Salty Scimitar(rrr) · always known