The spell clarifies that once the charm expires, the creature is now free to choose whether or not they like you: This means that once the creature has been granted its new intelligence, ability to speak, and (in the case of plants) locomotion, those are now permanent features of the creature, not ongoing magical effects that could be dispelled or will expire.Īwaken also causes the target to be charmed by you for thirty days, but that is in a separate paragraph of the spell description and the other effects of the spell are in no way tied to that thirty day duration. This applies to most effects of Awaken, because no other duration is specified for them by the spell. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. As the PHB's chapter on spellcasting explains: The specified duration of the spell Awaken is "instantaneous". That's how Druids make their own friends. (It's also a DM call on whether or not an awakened creature would be comfortable mating with a non-intelligent creature of its same species)Ī player could make an NPC out of a pet and so on.ĭefinitely! That's what the spell is for. Maybe, but it's up to the DM whether or not the intelligence is hereditary, both when the awakened creature mates with a common animal of its type or a second awakened creature of the same type. I'll add that a group of druids could with that introduce a new race to the game. The line "stays friendly" suggests that the creature is initially friendly to you, although the spell doesn't seem to state that outright. It just can't attack you outright while charmed. It could walk away 5 minutes after being Awakened (although I wouldn't generally consider that good DM'ing without a very good reason). It then also becomes Charmed towards you for 30 days, which makes it easier to interact with it, but it is already free to do whatever it wants. That means when the creature is Awakened, it immediately becomes a free-willed NPC with intelligence 10, forever. If your basic beast form has an additional movement speed greater than 30', that speed is instead 30' for you.The Awaken spell has a duration of "instantaneous", which means that there is no active spell keeping the (now) creature intelligent. If you use a magic weapon, or your natural weapons count as magical for some reason, the poison damage added to your attacks through this change ignores resistance to poison, and deals half damage to creatures immune to poison. d12/2d6: You instead deal 1d4 + your ability score modifier of your original type and 2d4 additional poison.d8: You instead deal 1d4 + your ability score modifier of your original type and 1d4 additional poison.d4/d6/d10: Your ability score modifier's additional damage is poison type.If your basic beast form dealt additional poison damage, an amount of your natural weapon's damage is replaced depending on the type of damage dice you are using. IF your basic beast form has darkvision, you have it to 60' Poison damage If your basic beast form has any variant of Keen Senses, this instead translates into a proficiency in the Perception skill Darkvision Most non-attack abilities available in a creature's stat blocks can be directly translated to your creature if not mentioned in the Creature Type section, but there are some exceptions. With your increased intelligence, it's far easier to make Barding for you, with it only costing the base price of the armor, plus an additional half of that price. You can get a ranged weapon which works with your physique custom built by paying twice the GP price usually required for that item. Ranged weapons, on the other hand, are a bit more difficult. You can use any starting weapon normally, which replaces your natural weapon attack.īy spending gold equal to the gold cost of a melee weapon, you can have your natural weapons modified to resemble those weapons.īy spending a Short Rest with a magic melee weapon and attuning to it if necessary, you can learn to channel it's powers into your natural weapons, though, by doing so, they also end up inheriting the same damage dice and other properties, almost as if it works exactly the same as actually wielding the thing.
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