Does Command stipulate that the creature can't Disengage for Approach or Flee?
So, Flee is unclear but presumably "Dash" is the fastest means possible. Provoke away. Approach doesn't specify, so an argument could be made to disengage if they're very close to you.Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Flee. The target spends its turn moving away from you by the fastest available means.
Looked it up:
So, Flee is unclear but presumably "Dash" is the fastest means possible. Provoke away. Approach doesn't specify, so an argument could be made to disengage if they're very close to you.
Mind you, I think Approach for someone who is 60 feet directly above you (on a wall, say) to have them jump down sounds fun too.
Edit: Excellent point by Paraxis about the "directly harmful" clause that negates the spell. So, yeah, I'm not sure you get opportunity attacks out of this spell.
Looked it up:
Mind you, I think Approach for someone who is 60 feet directly above you (on a wall, say) to have them jump down sounds fun too.
It's pretty clearly not intended to cause any harm, direct or indirect. It's use, broken down to it's most basic, is trading the caster's turn for the enemy's turn. Weather or not to allow OA's on Approach/Flee I think is a DM decision to make for the feel of his games. It does make the mostly harmless spell more powerful, but not as powerful as say, Burning Hands, as a damage spell.
From the PHB under attacks of opportunity, last paragraph in section top of page 195.
You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
So some spells and effects like turn undead make a target move on it's turn and that movement can provoke an attack of opportunity, spells like thunder wave that push them do not provoke.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.