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Description 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round 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.


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Command is a spell that's available as of level 1, with a castingtime of 1 Action for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks'


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Casting Time: 1 action Range: 60 feet Target: A creature you can see within range Components: V Duration: 1 round Classes: Cleric, Paladin 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.


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Command 5e: Spell Guide for 5th Edition D&D Command is a 1st Level enchantment spell. It works on cleric and paladin classes. The casting time of this spell is one action and range are 60 feet. Bascially in this spell you speak a one-word command to a creature you can see within range.


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If the target can't follow your command, the spell ends. 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.


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This weeks video is sponsored by Citadel of the Unseen Sun - https://ghostfiregaming.com/DUDE_FB01_2022_12_40We look at the great combination of ranger and R.


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In 5e, the Wizards of the Coast have kept the essence and limitations of a one word command spell giving it a decent position both in and out of lower level D&D combat. The biggest problem is that the target must understand your language. Command 5e - In Point Form. 1st Level Enchantment. Casting Time 1 Action (no concentration) Range 60 feet


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Componenti: V Durata: 1 round L'incantatore rivolge un comando di una parola a una creatura entro gittata e che egli sia in grado di vedere. Il bersaglio deve superare un tiro salvezza su Saggezza altrimenti obbedirà al comando nel proprio turno successivo.


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In the newest unearthed arcana there is a fighter write up "scout" pretty sure that is exactly what you need. I would start 1 lvl of fighter, the go to Rogue Assassin, then depending on how you want to specialize, go back and take the fighter to Battlemaster, or take some Ranger levels to get spellcasting and Terrain and FE IMO. 5e is a lot.


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The D&D 5th Edition compendium contains all the rules and information that you need to run a 5E fantasy game using the world's most popular role-playing game system. We've included lists of all the rules, spells, monsters, classes, and items for you to peruse and quickly reference during your games. Dive in and start playing today!


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1 round Effetto Pronunci un comando di una parola verso una creatura a gittata e che puoi vedere. Il bersaglio deve superare un tiro salvezza su Saggezza o eseguire il comando durante il suo prossimo turno. L'incantesimo non ha effetto se il bersaglio è non morto, se non capisce la tua lingua, o se il tuo comando gli recherebbe danni.


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Comando | Magias | Assistente do Conjurador D&D 5e | RPGist comando 1º nível de encantamento conjuradores : clérigo paladino o corruptor tempo de conjuração : 1 ação alcance : 60 pés componentes : V duração : 1 rodadas Você pronuncia uma palavra de comando para uma criatura que você possa ver dentro do alcance.


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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 falls prone and then ends its turn. Halt.


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Level: 1st Damage/Effect: Disable Attack/Save: Wisdom Components: V Spell Description By speaking a one-word command, you magically force a creature you can see within range to perform a specific action. The target must succeed on a Wisdom saving throw or follow the command on its next turn.


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Commando (5e Class) - D&D Wiki Commando (5e Class) Contents 1 Commando 1.1 Creating a Commando 1.1.1 Quick Build 1.2 Class Features 1.2.1 Table: The Commando 1.2.2 Behind Enemy Lines 1.2.3 Fighting Style 1.2.4 Takedown 1.2.5 Ranger Archetypes 1.2.6 Unnatural Alertness 1.2.7 Ability Score Increase 1.2.8 Extra Attack 1.2.9 Rooftop Experience


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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 falls prone and then ends its turn. Halt.