When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. The spell required vocal, somatic, and material components for casting, and the material is an agate worth at least 1,000 gp, which the spell consumes. The casting time of this spell is 8 hours, and the range is touch. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. Awaken is a 5th level transmutation spell, it works on bard, and druid classes. If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s. Awaken was a transmutation spell that awakened intelligence and ability in a. Seriously though, I would have my familiar/beast companion awakened, maybe a mount. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. awakened spell book 5e Awakened Spells Series 5 primary works 6 total works. Roll your stats, get a 3, put it in intelligence and awaken yourself. Its type becomes magical beast (augmented animal). Intelligence score of 2 or lower can’t be affected by this spell. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Scent: Raccoons gain advantage on all Wisdom checks related to their sense of smell. Hearty: Raccoons gain advantage on all saving throws related to Constitution. Senses: darkvision 60 ft., passive Perception 15. A purple worm A roc A hydra A froghemoth Those are the four big guys I see this spell affecting that are stronger than the strongest creature you could Awaken with the original spell (either a Sperm whale or the T-rex, depending on preference). 7 (-2) Skills: Perception +5, Survival +4, Stealth +5. Smaller plants may live for a number of decades, and larger ones for a number of centuries. Here are some of the most powerful creatures you could awaken with this spell. Awakened plants are 'born' after they are awakened, and live as long as the plant they once were. The target also gains the ability to speak one language you know. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. Ordinary plants given sentience and mobility by the Awaken spell or similar magic. The target must have either no Intelligence score or an Intelligence of 3 or less. Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)Īfter spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant.
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