Hello spellcasters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking in to 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 and 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 d&d 5e compelled duel spell usable exclusively by the paladin class and of course through extension anyone else with access to their spell lists looking at you magic initiative 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.
Your cast time is 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 range, must make a wisdom saving throw. On a failed save, the creature is drawn to you. The target has disadvantage on attack rolls directed at creatures other than you, and must make a wisdom save whenever that attempts to move more than 30 feet away from you. If it succeeds the spell does not restrict the movement this turn. Usually, 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.
The components are just a 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.
In this compelled duel 5e spell you make an attempt to compel any creature into the duel. Any of the creature which one you can able to see within a range must make a wisdom saving throw. Basically, the creature on a failed save has been drawn to you and also compelled by your divine demand.
For the specific duration, it has some disadvantage on the attack rolls which are against to the creatures other than you, and also must make a wisdom saving throw for each and every time when it attempts to move to a space which is more than 30 feet away from you; But if it is succeeds on this specific saving throw then this spell doesn’t restrict the target’s movement for that individual turn.
Also read about true resurrection spells 5e
Normally, this 5e compelled duel would be end if you attack any other creature, and also if you cast a spell which do target a hostile creature other than the particular target, Although, a creature friendly for you damages the target or else casts the harmful spell on it, or if you would’ve ended up your turn more than a 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’s 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 upto your DM to decide but i think it makes sense.
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 of course 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. I think that could be potentially useful too. It’s just a great way of dropping aggro it really is. That being said lets take a quick look at some alternative uses here.
So, in addition to 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 answers to a run. This would be the perfect spot for compelled duel, 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. 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 con saves however if you’re a paladin worth your salt you’re probably gonna have some pretty good con.
DnD 5E Compelled Duel Attributes
- 1st-level enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
- School: Enchantment
I like this spell. That being said, i’m sure there is a ton of crazy cool stories you guys have about it. So if you wouldn’t mind sharing them down beneath 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 i know everyone checking this article does as well. With that in mind guys have a great day and as always happy casting.