Compelled Dual 5e: How To Use This Spell

What is a compelled dual 5e?

Compelled dual 5e is a 1st level spell and is available to Paladins. Paladin is a natural leader. The duration of the spell which lasts for up to a minute is concentration. If they fail their wisdom saving throw, the creature who a Paladin compelled dual spell targets will feel drawn to the spell caster. Attempting to attack anyone other than the paladin who provoked the creatures affected by compelled dual puts them at a disadvantage. The creature can only move up to 30 feet away from the paladin before it is forced to attempt a visitor saving throw.

Natural leaders include the upright Paladin. Her friends are motivated to go beyond their comfort zones by her unmatched abilities which enable her to command both allies and enemies. She has the divine magic to compel people to her will if the situation calls for it.  Paladins use their magic to keep allies and friends safe because they are the strong people’s protectors and Justice seekers. A spell called compelled dual is available to paladins at level two.  By commanding a creature to engage in a divinely inspired dual, Paladins have the opportunity to magically capture that creature’s attention. This spell should be used to determine attacks on party members and allies who are less strong.

Traits of compelled dual 5e:

  1. Spell list: Paladin
  2. Level: 1st-level enchantment 
  3. Casting time: 1 bonus action
  4. Distance: 30 feet
  5. Components: V
  6. Duration: concentration up to one minute.

You try to force a creature to engage in combat. You must make a Wisdom saving throw against one creature you can see within range. If the creature doesn’t succeed in saving itself,  it is compelled by your divine command to come to you.

It must make a Wisdom saving throw each time it tries to move to a location that is more than 30 feet away from you. Also, it is at disadvantage on attack rolls against creatures other than you. If exceeds this saving throw, however, this doesn’t limit the target’s movement for that turn.

The compelled dual 5e will end in the following conditions:

  1.  If you attach another creature.
  2.  If you cast a spell that targets an enemy creature other than the target.
  3. If a creature who is friendly to you injures the target or casts a harmful spell on it.
  4. If you end your turn more than 30 feet away from the target.

Source: player’s guide:

The specifics of the compelled use are subject to some controversy. Targets who wish to move more than 30 feet away from the caster must succeed on a wisdom savings throw, according to the rules.

This is crucial because the spell will end if the target is further away from the cast at the end of their turn than 30 feet. The majority of DMs interpret the spell so that if the target creature fails a saving throw, it cannot move for the den 30 feet.  however, some content that this is not specifically stated in the rules and that the creature can still move even after failing the wisdom saving throw.

 It’s important to note that the rules can be interpreted in many different ways. The rules can be changed at any time to better fit the playing style of other players or DMs. 

 Uses of compelled dual 5e:

For Both players and game Masters,  compelled dual has a variety of applications. With the aid of this spell, players can command the behavior of adversarial fighters. DMs Might find it interesting to use the party as the object of this tactic. It’s possible that the player will feel compelled to find if they decide to make a paladin their enemies. 

 For players:

Players can employ a variety of offensive and defensive tactics when using the compelled dual spell. Bringing the enemy closer to the paladin is the most straightforward way to defend one’s allies.  To deal with weapon damage,  the paladin is perfectly well prepared. Weaker allies may be given time to deal by deterring the enemy from them

However, compelled dual is not limited to defending the group: it is capable of much more. This spell is surprisingly effective in the hands of astute paladins. Compelled duel is an excellent spell choice for the paladin. It works well for tactical combat as well as luring out hard-to-catch enemies.

Locations near the target:

Casting Compelled Duel on target, followed by encircling them, is one effective strategy. Allies of the Paladin can move around the target to circle it. But they can’t attack the creature without breaking the spell. The entire Party Can launch an all-out attack once everyone is in the position.  or maybe the creature can be forced to give up once it realizes the group has a rounded.

 Bringing the enemy out to play: 

 An adventuring party,  particularly one with the paladin, is not welcomed by everyone. Criminals prefer to keep a good distance between themselves and law enforcement officials. And the divine justice of the paladin sword, enhanced by the holy power of divine Smite, Is the greatest foe that evil has ever known.  A clever way to coerce potential sneakers into the light is through compelled dual.  let the paladin save the day when evil tries to flee! Casting compelled dual forces these enemies to engage in combat while also making escape more challenging. 

Keeping an NPC from running away:

All of us have been there. The group is searching for a notorious bad guy. When did finally catch up with him at his hiding place, they are ambushed by bothersome minions, and the real bad guy flees. If only there were a way to stop something like that from happening….

 Use a compelled duel spell now while the opportunity is present.  Cast a compelled duel the next time a bad wizard tries to attempt to flee and see if a little divine radiance can convince him otherwise.

Using compelled dual 5e for purchasing time for allies:

Every turn matters intense battles. It can be very important to give your allies some extra time to regain fit points or change position. In order to get your party out of confined spaces and to divert troublesome enemies, use Compelled duel.

It could mean the difference between winning and having to start over with new characters. The next time the game is played. It only takes one turn to take a potion of healing or to move away from danger.

How do you get forced to fight?

Only the paladin class has access to a Compelled duel since it is listed on the Paladin’s spell list. on the paladin’s spell list. Compelled dual is a first-level spell, so paladin characters can learn it as early as level 2. As paladin gains experience, they acquire even more powerful magical skills that they can use to cure the sick and punish evil.

Compelled duel gives dungeons masters something to think about as well. The specificity of a dual or a little ambiguous like many DnD spells if a pattern is present in the party of the game DMS should take this into account. Any rule interpretations should ideally be discussed with the group before the game. This makes it easier to understand how the game will function. In the end, if players are aware of what to anticipate beforehand, the game will be more enjoyable. 

What NPCs could use a compulsory dual?

Not only players can cast spells! By turning the tables on the parties and casting some of their own spells,  DMS can really up the ante and add some excitement to the game. After all,  not all paladins support the good side.  even some paladins swear to uphold the power of evil dominion. 

A malicious Paladin might take great pleasure in using the compelled duel spell to manipulate the minds of both allies and enemies, compelling them to engage in life-or-death combat. But even good paladins could end up on the wrong side of an adventuring party especially if it contains undesirable characters. Maybe the party’s rogue has stolen a few too many jewels and needs a dose of divine vengeance.  dual is a useful tool for keeping snake things out of sight and away from the reach of the law. 

Implications of compelled dual 5e on NPC play:

The wisdom savings throw is required for creatures that compelled dual has targeted.  if they fail in their attempt at a save,  divine forces force them to engage the caster in combat. The DM decides what should take place next. When making attacks against targets other than the castor, creatures affected by compelled use are at a disadvantage. This encourages the creature to ignore everyone else besides the spell Caster. However,  there is nothing legally stopping the creature from attacking someone or something else. The opportunity to roleplay during a compelled can be fantastic. If an NPC accepts a paladin’s magical challenge dramatically,  it will undoubtedly make an impression.  with the help of spells like this, DMS can give an otherwise remarkable encounter, some drama, and flair. This will make memorable characters for the players.

Using wise judgment to make saves:

A targeted creature has a chance to block the effects of compelled dual by succeeding on a Wisdom saving throw when a paladin casts the spell. It’ll be possible for the creature to ignore the paladin’s call to battle if it has a high wisdom score and a little bit of luck.  If the creature fails, however,  they will come under the paladin’s control for up to a minute.  it takes another successful wisdom saving throw to move to a location that is further than 30 feet away from the paladin. It’s important to understand that if you succeed in this savings throw, the spell doesn’t end.

Rules interpretation:

There is some room for interpretation concerning the player’s handbook’s description of the compelled dual rules. Because it is not specifically stated in the rules, some people contend that compelled dual doesn’t prevent the targets from fleeing. It is up to the DM to make a decision and determine how the game should proceed when a rule is ambiguous. Typically, the simplest answer is the best one in situations like this.  Even though the text doesn’t explicitly state it, most players greatly concur that the limitations of compelled dual rules suggest that a creature can only move a maximum of 30 feet after failing a Wisdom saving throw.

A compelling character: 

The paladins are well known for their magnetic personalities. A Paladin is a natural leader who frequently leads an expeditionary group. It also defends the honor and Justice of that group. It is hard to resist the paladin’s contagious sense of decency. The reason is that they are frequently as adept with words as they are with swords. Compelled dual is an excellent option for any paladin because it both tenses the opposition and defends weak friends.

Compelled dual is the ideal spell for a brash, if not a little conceited,  crusader of good for players who like to add theatrical flair to their character’s demeanor.

Read Also: Spells

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