After spending the
casting time tracing
Magical pathways within a precious gemstone, you touch a
huge or smaller
beast or
plant. The target must have either no
Intelligence score or an
Intelligence of 3 or less. The target gains an
Intelligence of 10. The target also gains the ability to speak one
language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains
Senses similar to a
human's. Your DM chooses
Statistics appropriate for the awakened plant, such as the
Statistics for the
awakened shrub or the
awakened tree.
The awakened beast or plant is
charmed by you for 30 days or until you and your
Companions do anything harmful to it.
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.