Level 1 Enchantment
1 action
60 ft.
Instantaneous
V
No
@item.level creature
Spell Description
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Examples and common questions
Myth Meister explanations of the 2024 rules, reviewed 2026-09-22. Examples are original commentary; the reference above contains the licensed rules.
Can I invent a different command?
The 2024 text tells you to choose Approach, Drop, Flee, Grovel, or Halt. A different instruction would need a ruling from your DM; it is not one of this version’s listed options.
When does the target obey?
On its next turn, not immediately when you cast. For example, a guard who fails against Drop releases what it is holding on its next turn, then ends that turn.
How many creatures can I target?
One with a level-1 slot, two with a level-2 slot, and three with a level-3 slot. Each additional slot level adds one target; each target makes its own saving throw.
Does Command need Concentration?
No. The spell has an Instantaneous duration and no Concentration requirement, even though its instruction is followed on the target’s next turn.