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

Well I disagree with the idea that control spells are ruining 5E, they are the best part of 5E IMO.

That said the changes to Command are a mixed bag. It is more useful now and is extremely effective at all levels. You could argue that this is the only control spell you need given how well it upcasts.

On the other hand you are limited to the specific commands in the spell description now. You used to be able to come up with creative or funny alternatives: "Jump", "Daydream", "Defecate" ..... now those are not options. It is more of a straightforward combat spell now.

What I would like to see is keep the changes that make it usable against anything but allow any one word command.
Yeah, that's exactly how I house rule it. True, when I a player chooses a command that isn't listed we have to do some interpretation, but as long as you and your players have a trusting relationship, then that's where all the fun is! A player recently used it with the ever popular command, "poop!", and hilarity ensued. (Incidentally, it was used on a spellcaster and I ruled that they would have to make a straight concentration check to maintain their spell while following the command. They failed).
 

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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.
Different casters doing this?

Otherwise, the problem here is the rules allowing the casting of one spell while still concentrating on another.
 

The Command spell doesn't require concentration; it's instantaneous.

I think permitting alternative command words works fine, as long as the results are more or less the same as the examples provided; i.e., the target loses one turn of actions.

I have a warlock character in my 5e 2024 game who used the spell a lot. When he reached fifth level he mostly switched to hypnotic pattern since that spell persists and can potentially affect a larger number of foes. When it works it's quite effective, but enough monsters have made their saves that they kind of tease him about it. In general I'm already having to buff up the encounters (the adventure was written prior to the release of the new ruleset), since 2024 PCs have more abilities that can hinder the foes, so I just consider this to be a part of it.
 


Well I disagree with the idea that control spells are ruining 5E, they are the best part of 5E IMO.

That said the changes to Command are a mixed bag. It is more useful now and is extremely effective at all levels. You could argue that this is the only control spell you need given how well it upcasts.

On the other hand you are limited to the specific commands in the spell description now. You used to be able to come up with creative or funny alternatives: "Jump", "Daydream", "Defecate" ..... now those are not options. It is more of a straightforward combat spell now.

What I would like to see is keep the changes that make it usable against anything but allow any one word command.
I don’t find control spells enjoyable much. All they do is stop you from, you know, playing the game.

Some make you change your turns, but command is like a stun combined with making the enemy move.
 

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