Awaken

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.

Classes


slugawaken

higher_level

pagephb 216

rangeTouch

target_range_sort1

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materialAn agate worth at least 1,000 gp, which the spell consumes.

can_be_cast_as_ritualNo

durationInstantaneous

requires_concentrationNo

casting_time8 hours

level_int5

spell_level5

schoolTransmutation

dnd_classBard, Druid

archetype

circles

document__slugwotc-srd

document__title5e Core Rules

document__license_urlhttp://open5e.com/legal

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd