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

This is certainly debatable, but I think it does. It takes an action to drop a shield, but there is nothing preventing them from doing that as they will not be taking a different action if they fail their save.
I don't think they loose the shield. I'd probably rule that they lose the AC bonus from the shield because you loosen the grip, but the strap prevents it from falling to the ground.
 

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And next round it's assumed they resume the grip, or is there a roll for such?
I'd just allow it as a free object interaction.
But that is just a ruling, so no RAW to back it up.
Maybe you could give enemies advantage on attack rolls against the shield wearer instead of -shield bonus, because it still protects but is dangling around annyoingly.
Maybe a cleaner solution for 5e.
 

Simple, it is magic ....... unassailable and all powerful.
That has massive worldbuilding implications, though.

If we assume that Command: Flee works that way, the only possible supporting narrative is that the spell creates a function that does perfect information gathering for an area several hundred feet in radius around the target, AND has sufficient mental access to the target to be aware of their capabilities, AND has sufficient mental agency to make determinations based on the collected information.

That's an incredibly powerful set of assumptions for something a novice minstrel can cast.

I know when you're grinding out modules every three months there isn't time to think about this stuff, but I think there are several of us that like to think through the diegetic implications of the narratives we assign.
 

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