D&D 5E (2024) Changes to the Command spell and its use at the table.

Hey folks, I want to know: have you noticed the command spell seeing a lot more use at your table? What do you think about it?

The command spell underwent some changes in the recent revised rules of 5e

Command (2014)
Command (2024)

The biggest change is the removal of certain limitations. The following limitations have been removed from this 1st level spell:
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.
Now, this might seem like a small change, but the change was enormous. Comparing each spell to its Monster Manual, you get the following numbers for how many are affected:

2014 Command and Monsters
  • 32 Undead are unaffected
  • 161 monsters that speak no language, or a language PC's cannot learn, like Yeti, Sahuagin or Thri-Keen languages. These used to be unaffected.
  • 123 monsters that do not speak common, but do speak other, usually exotic languages. These would be a gamble for a player, or a sure bet if they knew the language and knew the monster spoke it too.
  • 125 monsters that either speak common or the DM can choose them to know common. Most NPC humanoids fall in this category.
So out of 450 monsters in the 2014 Monster Manual, only 125 would be reasonably certain to be effected by the spell. That is roughly 28% of all monsters.

2024 Command and Monsters
Well, no maths here. It works on all of them! Even when the command is directly harmful to it. You can make enemies flee by jumping off a cliff, approach by walking into a wall of fire. Even drop by letting go of a rope bridge they are currently holding onto. Command has become far more reliable AND effective. Command was not often picked because players really do not enjoy a spell failing because they don't know enough about the monster, or didn't read the spell well enough. The designers probably saw that disappointment as a reason to change the spell.

Concerns
I have already seen great use of the command spell at my table. It has turned into a mini-stun of sorts, as it skips the enemy turn. You can even make them grovel, giving melee combatants advantage on the victim. Making enemies skip their turn is one of the best tactics in the game, and it has never been more easy. It is better in some ways than Tasha's Hideous Laughter because your allies can hit the target without the effect breaking. Once again, reliability.

Not only that, it is very accessible. It is a 1st level spell that can be learned by Bards, Clerics and Paladins, but now with Magic Initiate being more flexible and powerful than ever, it is very easy to access. The feat Fey-Touched is another powerful and easy way for any other spellcaster to get access to the spell. Upcasting is very cheap on resources to do as well, and doubles the effect, allowing for greater control.

Finally, it is a control spell that doesn't require concentration. This means that a spellcaster can also concentrate on another debilitating control spell, and then cast command to halt those who had overcome that spell.

Personal Experience
As usual, a spell isn't broken until you have a player who figures it out and uses it every combat. They started out as a paladin, but for story reasons rerolled to become a druid. They picked Fey-Touched and so far I haven't had a combat where he did not cast the spell. At that point I start becoming bothered by a spell, especially when it stops me from being able to threaten the party. I also don't see a reason for the player to ever stop casting the spell whenever he can. It's just too good.

Conclusion
As we all know, control spells are ruining 5th edition, so this change to the command is not a change to the better. I would advise DM's to nerf Command to a 2nd level spell, with upcasting requiring 2 levels of upcasting as well.

What do you all think? How have the old and the new command spells worked out at your table?
 

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I had 4/5 pcs being able to cast it.

CR13 with crappy wisdom save may as well have been CR 0.

Wall of Fire approach/flee spam.

They'll also spam it at bosses to overload legendary resistance.

And anyone can get it as an origin feat. Warlocks can get multiple origin feats.

Dragon Sorcerer gets it built in. You can twin it.

I had

Light Cleric
Warlock (via origin feat via invocation)
Glamour Bard
Dragon Sorcerer

Once 1 person started using it they all jumped in on the action.

You can also get it via fae touched.
Its basically the BG3 version of the spell.

Seriously thinking of every boss and elite fight with spell resistance gets a free upgrade to greater magic resistance.
 

That sounds really unfun. I have been thinking about certain powerful monsters auto-succeeding on spells that take away actions until they are bloodied.

It's just odd that command doesn't even confer the charmed condition. That would buff and nerf it in a good way too.
 

That sounds really unfun. I have been thinking about certain powerful monsters auto-succeeding on spells that take away actions until they are bloodied.

It's just odd that command doesn't even confer the charmed condition. That would buff and nerf it in a good way too.

I gave a Marilith unstoppable 12, greater magic resistance and legendary saves.

Think it lasted 3 rounds vs lvl 12. Would have lasted 1 or 2 without.
 


Ok, I get what you are going for, but that just means you made a monster nearly immune. I am considering altering the root of the cause.

I make the monster nearly immune because if its not command its tashas hideous laughter.

Or fear, hold person, hold monsters, slow. Tashas mind whip hell even sleep.

BG3 gave some bosses +10 on all saves. And you can still land spells on them. Martials can't kinda kill them in one round anyway.
 


Don't have solo bosses!
In general have 2×number of PCs enemies for them, if not 3×
Was there anything in my post that said I struggled with solo bosses because of the command spell? I actually think command is BETTER in situations with more enemies, because that's where it really shines.

Turn 1: cast your big concentration spell
Turn 2: cast command to control even those who aren't affected by your big concentration spell
Turn 3 cast command to control even those who aren't affected by your big concentration spell

The monsters are controlled a lot, and command cannot be resisted beyond the initial saving throw. No resistance to charmed or breaking on taking damage.
 

I love it. I think it is way more powerful and generally more fun as a player or a DM.

In exchange for the numerous ways it was made better it was nerfed in that you can't make up things for the enemy to do. "Surrender" was a popular one at my table in 2014, and also "daydream" to force someone to break concentration on a spell. Can't do that any more it has to be one of the canned directions. Even with this minor nerf though, still way more powerful than it was.

I've used Spirit Guardians and Approach quite often and flee to impose multiple AOOs.

I would be opposed to nerfing it at all. It is a very powerful spell, Tasha's hideous Laughter was similarly buffed by eliminating those it does not work against and I like where both of them are right now.

Also it is great for multiclassed players. If you multiclassed two casters, especially two full casters you ended up with high level slots that were quite underpowered. With how effective Command and THL are this is no longer really a problem as these spells at say 5th or 6th level are still as good as most 5th or 6th level spells.

The things I don't like in 2024 are weapon masteries, the new Mage Slayer Feat and the new Indomitable. So far, I've kept masteries in the games I DM, but I changed Mage Slayer back to the 2014 version with a +1 stat boost (any stat you want), and I changed Inomitable back to the 2014 version. I've left all the 2024 spells alone so far. I will change them if there is a problem.
 
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I've found that generally my players avoid any spell that feels like a total waste when I roll high enough to make the save. Somehow, my players feel that "missing" with an attack somehow feels less disappointing than a save-or-suck spell being successfully saved against, even though it amounts to the same thing. Frankly, I agree with them.
 

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