Compelled Duel 5e: Movement, Targets, and Ending Rules
Compelled Duel is the spell I use when a paladin wants to make protecting the party feel like a direct challenge. It pressures one enemy to stay close and focus on the caster, but it never forces the target to attack—or even to participate in the duel.
Compelled Duel 5e — Quick Spell Reference
| Casting Time | 1 bonus action |
|---|---|
| Range | 30 feet |
| Components | V |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Classes | Paladin |
| Source | Player's Handbook, pg. 224 |
How Compelled Duel Works
One creature the caster can see within 30 feet makes a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against creatures other than the caster.
The target also makes a Wisdom saving throw whenever it attempts to move to a space more than 30 feet from the caster. On a success, the spell does not restrict its movement for that turn. On a failure, it cannot complete movement that would take it beyond that boundary, although it can still move within 30 feet.
The target can still attack other creatures, cast spells, take other actions, or choose not to attack. Compelled Duel merely imposes its stated disadvantages and movement check.
The spell does not apply the charmed condition. Immunity to being charmed therefore provides no protection unless another rule says otherwise.
Attacks, Saving Throws, and Other Actions
Disadvantage applies to attack rolls against creatures other than the caster. It does not impose disadvantage on saving-throw abilities, ability checks, or effects that target an area rather than making an attack roll.
Compelled Duel also does not grant the caster resistance, extra Armor Class, or advantage on attacks. It encourages the target to focus on the caster without making the paladin safer from that attention.
Movement, Teleportation, and Forced Movement
The movement save triggers when the target attempts to move beyond 30 feet. Moving within the boundary needs no extra save. Forced movement does not involve the target attempting to move and is not stopped by this clause.
Teleportation changes location without using movement under the general rules, so the spell does not expressly block it. A table may still need to adjudicate an unusual relocation effect. Moving the caster away is also possible, but the spell ends if the caster finishes a turn more than 30 feet from the target.
When the Spell Ends Early
In addition to normal concentration rules, the spell ends if:
- The caster attacks another creature.
- The caster casts a spell that targets a hostile creature other than the target.
- A creature friendly to the caster damages the target or casts a harmful spell on it.
- The caster ends a turn more than 30 feet from the target.
The caster can attack the compelled target and cast hostile spells at it without ending the spell. An ally’s attack ends the duel only if it deals damage, while an ally casting a harmful spell on the target ends it even if the spell later misses or the target succeeds on a save.
Compelled Duel requires concentration. Losing concentration or becoming incapacitated also ends it normally. Because the spell is cast as a bonus action, the 2014 bonus-action spellcasting restriction applies on the casting turn.
Casting at Higher Levels
Compelled Duel has no higher-level casting benefit. A higher-level slot does not add targets or strengthen the movement restriction.
Compelled Duel: 2014 vs. 2024 Rules
The 2024 version removes the repeated movement saving throw. After failing the initial Wisdom save, the target simply cannot willingly move to a space more than 30 feet from the caster while the spell lasts. This makes the distance restriction more dependable than the 2014 version.
The spell otherwise retains its bonus-action casting, concentration, attack disadvantage, and demanding early-ending conditions. The quick-reference table and main explanation above use the 2014 rules.
FAQ
Must the target attack the paladin?
No. It has disadvantage on attacks against other creatures but is not forced to attack anyone.
Is the target trapped within 30 feet automatically?
No. It makes a Wisdom save when it attempts to move farther away and can move normally for that turn on a success.
Does an ally attacking the target end the spell?
Yes, if a creature friendly to the caster damages the target or casts a harmful spell on it.
Does Compelled Duel require concentration?
Yes, for up to 1 minute.
Does immunity to charm stop Compelled Duel?
No. The spell does not impose the charmed condition.