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Command and Coup de Grace

JimSmiley

First Post
I've looked everywhere that I could think of in the PHB and the DMG and I cannot find any clarification on this.

In command if you command the subject to die, they will "feign death." I have always interpretted this to mean they were acting and were not considered "helpless," so you would be unable to Coup de Grace them. However, no one else seems to agree with me.

Is there any rule that clarifies whether someone "feigning death" is "helpless" or not?


Thanks,
Jim Smiley
 

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For the 1 round that the Command spell lasts, the target is basically helpless. They're feigning death, lying on the ground, pretending to be unconscious (dead). As long as the Command is in effect, they will continue to do this, even if someone is standing over them attempting a Coup de Grace. It should basically be treated the same as the Sleep spell, except the target isn't REALLY unconscious. For purposes of treating him as a target though... treating him as though he's unconscious is good enough.
 


I would say that the target of the command spell "die" will be helpless for one round. However, since the effect of the command spell only lasts one round and Coup de Grace is a full round action, it doesn't look like anyone will be able to coupe de grace the commanded creature.
 


However, since the effect of the command spell only lasts one round and Coup de Grace is a full round action, it doesn't look like anyone will be able to coupe de grace the commanded creature.

This does not follow.

While Command, by the FAQ, explicitly cannot make someone helpless, if it could, they could easily be subject to a CDG.

Let's say the cleric casts a 1-round Helplessness spell on the gnoll his fighter buddy is in melee with.

The spell lasts for one full round - from initiative count 7 in round 1, until initiative count 7 in round 2.

The fighter, when the gnoll collapses, executes a CDG. This is a full-round action - it lasts from the beginning of initiative count 4 in round 1, until the end of initiative count 4 in round 1.

"One full round" is a longer measure of time than "a full-round action". It's the core principle of the "Summon Monster vs Empowered Magic Missile" casting time debate.

-Hyp.
 


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