Strixhaven world illustration - Urban Fantasy theme
Urban Fantasy

Strixhaven

A
All_subclasses_wizard

Welcome to strixhaven- the magical university of dnd and mtg universe, with the five mythic colleges


Author's Note: Please wright in your background your year(first year student to fourth year student), and if your year is 2-4 or if you are a first year or already did the ornitetion test, also wright in your background your college. If you are starting in a college, make its hall (for exanple, widdershins hall for witherbloom) as a starting point for you, else, start at the hall of the oracles. **proffesors, more oriq lore and adventure, more areas out of strixhaven, realationshios between npcs, more official dnd content and more npcs soon!
Played138 times
Cloned8 times
Created
167 days ago
Last Updated
7 days ago
VisibilityPublic
Awaken
TransmutationLevel 5
Awaken

Description

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 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.

Spell Details
Level5
Range1
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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