You can choose 1 ally or willing creature within range and transform them a temporary into part animal, and the spell last for 1 minute.
You can choose which animal to change them into from the list below. Depending on the animal, depends on what characteristics are portrayed.
Wolf- A wolfs head, enhanced smell, Nature checks +3, speed +30 feet, AC+1, multi attack with 2 claws and a bite. Bite attack is 4D4+3, claws 3D6+3. Resistance to piercing damage. Gain +5 temporary hit points.
Elephant- You swell in size, your arms, body and legs enlarge with tucks, you gain AC+2, strength +5, speed -15, -2 to attack rolls, +4 to all damage rolls, resistance to piercing, bludgeoning, slashing, force and elemental damage. Disadvantage on dexterity, athletics and wisdom saving throws. Gain +20 temporary hit points.
Spider- Your size is halved, speed +40 feet, you can also jump 20 feet up, you grow 2 more fully developed arms. Can now do a multi attack with each arm, ether with holding weapons or unarmed. Ignores difficult terrane, and has advantage on saving throws.
Ironclad Beetle- The body is incased in natural hard plate armer covered in little spikes. AC+4, resistance to poisoning, piercing, bludgeoning, fire, cold and force damage, attack rolls gain +3. As a Bonus action you can "Ram" a creature that is within 15 feet, dealing 3D12 force damage. The creature has to take a Dexterity saving throw and on a save, the creature takes half damage. On a fail the creature takes full damage and is nocked prone.
Snake- from the waist down it turns into a snake body, with long fangs and claws. Multi attack with a Bite and two Claw attacks. Bite attack is 2D8, claw attacks do 4D4 and all attacks do 4D4 poison damage if they fail a constitution saving show with a DC of 16. Immune to poison damage, resistance to Cold damage. Speed +50 feet. Can grapple creatures, they must make a strength check of 17 or higher. While grappled you can crush causing 1D8 damage.
Raven- Wings burst out of your back, and they can fly or walk as part of there movement, which is now 90 feet. Advantage on all saving throws, Dexterity and Constitution gains +4. Nature checks get a +10. Can speak with animals. While in the air AC +5, while on the ground AC does not change. Resistance to magical based damage. All range attacks gain +3 on attack rolls.
Higher Level: If cast at level 2, the time the spell last is now 2 minutes.
Higher Level: If cast at level 4, the time the spell last is now 1 hour and can choose 2 allies. And each form gains +25 temporary hit points.
Higher Level: If cast at level 8, the time the spell last is now 1 day and you can choose 3 allies. And each form gains +50 temporary hit points. Attack and damage rolls get +8, and critical hits are now between 18-20.
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