Hello spellcasters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 19th episode of our first level spell series. Have you ever wanted to just peg someone down, beat them down and a good old fight, good old fisticuffs and not have them run away and flee hair when they realize how almighty you are if that sounds like something you or your character might be interested in then this spell is for you.
Today we’re going to be talking about dnd 5e compelled duel spell. It is usable exclusively by the paladin class and of course through extension anyone else with access to their spell lists looking at you magic initiate and it is found in the players handbook. Let’s take a quick look at some mechanics here so we kind of get the gist of what we’re talking about.
Mechanics
- Level: 1st
- Casting Time: 1 Bonus Action
- Range/Area: 30 ft
- Components: V
- Duration: 1 Minute (Concentration)
- School: Enchantment
- Attack/Save: WIS Save
- Damage/Effect: Control
Your cast time is one just a bonus action very cool! The range however is a slightly less than impressive 30 feet. The duration is a-ok one minute and the effect at a glance is as followed: One creature you can see within a range, must make a wisdom saving throw. On a failed save, the creature is drawn to you. You may also like to read compelled duel and sanctuary.
The target has disadvantage on attack rolls directed at creatures other than you, and must make a wisdom save whenever it attempts to move more then 30 feet away from you. If it succeeds the spell does not restrict movement this turn. The spell ends if you harm another hostile creature, if a creature friendly towards you harms the target, or if you end your turn more than 30 feet away from the target. Also check out this 5e defense vs dueling.
The components are just verbal and the school is enchantment. Very cool stuff! incredibly cool stuff! Let’s take a look at the full description here to get a better picture of this spell. can you make your own spells in d&d.
Description
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand.
For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
My goodness that is a mouthful and there’s a lot of commas in there my goodness. In any case let’s kind of break this down a little bit. So i think there is a strong argument to be made for the verbal component at a spell actually being the invitation to the duel itself. So no real incantation there. Now once again it’s up to your DM to decide but i think it makes sense. also read this what is the twinned spell in compelled duel?
Secondly you have to end your turn within 30 feet of it so it can leave that 30 feet area on its turn and you can catch up to it and still maintain the spell effect. I think that’s very important to note as well. This was just a very useful spell. It’s kind of a bummer that your allies can’t target it though, that being said, there’s nothing to stop you from surrounding it with your allies and then having them all attacking at once. Also check out this how do you run a wizard duel in 5e?
Well i think that could be potentially useful too. It’s just a great way of dropping aggro, it really is. That being said, let’s take a quick look at some alternative uses here.
Alternative Uses
So in addition to the surrounding and everything i kind of mentioned earlier. Let’s play it’s not hypothetically, let’s say there is this super powerful artifact that you and your adventuring party you’re tracking down. However right as you approach the cave entrance some thief below was past you with the artifact you’ve been seeking and search to a run. Also read what determines spell save dc 5e.
This would be the perfect spot for compelled duel 5e especially if you had a way of kinda hedging your bets either the lucky feat or circumstances outside of that like a trap or a bane would be another good way of doing it. Just the way of hedging your bets. It prevents them from running away from you. what are the rules for compelled duels?
I think that is incredibly important, it is a concentration spell so you can’t maintain it always and it’s a little bit rough for those close-quarter situations where you actually are taking damage and you’re making those tong sayers however if you’re already paladin worth yourself you’re probably gonna have some pretty good con. So i mean i like this spell. Also read these articles dueling 5e fighting style | dnd 5e dueling weapons | Dueling fighting style 5e shield | 5e Dueling fighting style thrown weapons | Dueling fighting style 5e two-handed.
Conclusion
That being said, i’m sure there’s a ton of crazy cool stories you guys have about compelled duel (5e spell). So if you wouldn’t mind sharing them down beneath and i really appreciate it. and if you have any alternative uses you could think of please list it down below as well, i really like reading them and i know everyone else checking does as well. With that in mind guys have a great day and as always happy casting. command 5e | shield of faith 5e | wrathful smite 5e | d&d 5e sanctuary | what are the rules for spell duels? | is dual wielding good in 5e | can anyone dual wield 5e |