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


log in or register to remove this ad


Sounds terrible with the situation outlined. My players have not used it yet and tend to not play wizards.

As a DM, I might let it play out to show the players that eventually it becomes not fun. I might also show them if they do not see it themselves with having 20 cultists cast it on the PCs to see how unfun it can become.
 

Sounds terrible with the situation outlined. My players have not used it yet and tend to not play wizards.

It is not a Wizard spell. It is Paladin, Bard, Cleric. You can spam it on a Wizard, or any caster, with feats of course.

As a DM, I might let it play out to show the players that eventually it becomes not fun.

We have been spamming it for a year since 2024 came out and it is still fun.

It is easily the most commonly cast offensive spell in our games and the most upcast spell out of all spells. It is also one of the most common used by adversary casters (and that is not nearly as fun).
 

It is not a Wizard spell. It is Paladin, Bard, Cleric



We have been spamming it for a year since 2024 came out and it is still fun. You can spam it on a Wizard, or any caster, with feats of course.

It is easily the most commonly cast offensive spell in our games and the most upcast spell out of all spells. It is also one of the most common used by adversary casters (and that is not nearly as fun).

Hold person is probably mine as a DM spell. Its on the most NPCs I use irrc.
 

Hold person is probably mine as a DM spell. Its on the most NPCs I use irrc.

I think Tasha's Hideous laughter is better than Hold person on the same slot level now.

Paralyzed is a more debilitating condition than Incapacitated and Prone, but being able to target one more enemy at any specific slot level overcomes that and some at most levels of casting.
 

I think Tasha's Hideous laughter is better than Hold person on the same slot level now.

Paralyzed is a more debilitating condition than Incapacitated and Prone, but being able to target one more enemy at any specific slot level overcomes that and some at most levels of casting.

You're probably right. Hold person is on more spell lists though and not everyone took spell initiate.

I probably wouldn't bother with a cleric for example since you have command.

Deadly duo.
Command+tashas

Unholy trinity.
Fear, Hypnotic Pattern, Slow

Power Couple AKA we want to hurt you bad.

Hold person/monster.
 

What do you all think? How have the old and the new command spells worked out at your table?
Command definitely has the potential to be overpowered, as do many other control spells. Careful consideration is going to be required on the part of the DM to pay attention to tactics that your party is using, and adjust accordingly. You had a great quote that "a spell isn't broken until you have a player who figures it out and uses it every combat", but you omitted the conclusion that sentence where then the DM needs to adjust their tactics to "unbreak" things.

For Command specifically:
  • I'm fine with it not affecting Undead now, that never particularly made a ton of sense anyways.
  • I'm also fine with removing the statement about not being directly harmful since they also added restrictions to only 5 specific keywords. If a player finds some niche cases where Approach or Flee might cause damage, then more power to them. It will be rare.
  • I don't care if they removed the statement about "if it doesn't understand your language", I still use this restriction in 2024 rules. I feel like that was removed because it goes without saying. That's just my personal interpretation though

For Control spells generally, you'll need to monitor your players' tactics and adjust to add more enemies if they rely too heavily on crowd control. Also give some those enemies crowd control spells to use against the players, as well as ways to dispel magic and break concentration (not helpful for Command but it is for others). Also just add Legendary Resistances.
 

Also give some those enemies crowd control spells to use against the players,
this needs careful implementation, and max of 1 round duration.
removing a PC with a hard CC for a minute, might as well tell the player to go for a 2hr walk.
as well as ways to dispel magic and break concentration (not helpful for Command but it is for others). Also just add Legendary Resistances.
this would be much better approach.
 


Remove ads

Top