Level
7th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Shapechanging

This Spell requires a 6th & 7th level spell slot to successfully cast and can only be cast once per tenday at most.

When this spell is initially cast roll a constitution saving throw + your Charisma Modifier with a DC equal to 7 + the Proficiency Bonus + the Charisma Modifier of the creature you are attempting to change into. If you fail the saving throw you lose all sense of individuality and act Chaotic Evil with intensified aggression befitting the type of creature. If you roll a critical fail the spell ends before it even begins, immediately initiating the force damage in the last sentence of this paragraph. If you succeed the saving throw the spell works as intended. If you roll a critical success ignore the last sentence of this paragraph for that specific cast only. If the effects of this spell are ended by any means besides one minute elapsing or purposefully dismissing it, you immediately take Xd6 force damage where X equals your total character level, halved.

You assume the form of a different creature for the duration. The new form can be of any creature that you have copied an ability from. If the creature copied is a unique named creature you transform into an average example of that creature, one without any class levels or the Spellcasting trait unless the average form of that creature has class levels or the Spellcasting trait. Example: If you copy the breath weapon of Lhammaruntosz, when you cast this spell targeting that ability you would transform into an Adult Bronze Dragon.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed unless your total when reverting is less than the number of hit points you had at the time of casting. If you drop to 0 hit points you revert back to your original form unconscious and begin death saving throws.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Spell Tags: Shapechanging

Available For:

Chilled_Irishman

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