The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Compelled Duel

Level 1 •

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)

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