Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 5th Edition

Compendium

Type to search for a spell, item, class — anything!

Table of Contents

  • Attributes
  • Awaken
  • Advertisement Create a free account

    Awaken

    Ready to play? Build unlimited D&D characters Create Now

    5th level transmutation

    Casting Time: 8 hours
    Range: Touch
    Components: V S M (An agate worth at least 1,000 gp, which the spell consumes)
    Duration: Instantaneous
    Classes: Bard, Druid

    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.

    Attributes

    Awaken

    5 Transmutation
    • Casting Time: 8 hours
    • Range: Touch
    • Target: A Huge or smaller beast or plant with 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)
    • Duration: Instantaneous
    • Classes: Bard, Druid
    • 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 GM 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 or 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.