Casting Time: 1 bonus action
Range: 30 ft
Components: V
Duration: Concentration
, up to 1 minute
Save: Wisdom
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.
Verbal Component:
Compello ti Impes
Verbal Component (Alternative):
Against my power you cannot rebel, fight me now, your soul I compel.
Class: Paladin
Domain: War
Tags: Charm, Compulsion, Debuff, Social
Source: Player's Handbook [5th Edition] (page 224)
View Compelled Duel Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster?
The official Sage Advice Compendium states:
No, unless the creature . You can’t move farther than 30 feet away from the caster of compelled duel by any means, including teleportation.
Of course, if the creature succeeds on it's saving throw (and is not under the spell's effect anymore), there are no restrictions.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).