You draw upon your knowledge of the creatures of the Forgotten Realms to magically transform your companion. The target of this spell must be mechanical or constructed in nature and must have been built by the spells caster. Roll 2d12, each d12 will give your companion one of the magically enhanced abilities listed below. If you use a creature component in the casting of the spell you may replace one of the die rolls with the corresponding ability:
- 1- Aberration- Your companion grows a long, vine-like tentacle. As a bonus action your companion can make a melee attack with the tentacle with a reach of 20 feet. On a successful hit the attack deals 1d6 bludgeoning damage to the target and pulls it 10 feet closer to your companion.
- 2- Beast/Monstrosity- Your companion grows sharp fangs and claws and gains an extra attack. Your companion may also replace its damage dice with d10s on its regular melee attacks.
- 3- Celestial- Your companion glows with a holy aura and adds a d4 to all attacks and saving throws.
- 4- Construct- Your companion absorbs some of the inorganic material around it, increasing its weight and mass. Your companion increases it current and maximum hit points by 5. These hit points remain until they are expended by taking damage.
- 5- Dragon- Your companion gains the ferocity of a dragon and can spew magical energy from its mouth. Choose acid, cold, fire, lightening, or poison. Until this spell ends, your companion can use one of its attacks to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 3d6 damage of the chosen type on a failed saving throw, or half as much on a successful one.
- 6- Elemental- Your companion gains the ability to resist the elements and store the energy. As a reaction your companion can gain resistance to acid, cold, fire, lightening, or thunder damage until the start of its next turn if damaged by an attack of that type. The next time your companion hits with a melee attack, the target takes 1d6 damage of the resisted type.
- 7- Fey- Your companion gains the ability to shift between the Feywild and the Material Plane, blurring its appearance. For the duration of the spell all attacks against your companion have disadvantage.
- 8- Fiend- Your companion becomes engulfed in flames and can ram itself into other creatures. To ram a creature, your companion must move at least 10 feet and its movement stops for the turn when it reaches its target. Any creature rammed by your companion or that ends its turn within 5 feet of your companion must succeed on a DC 18 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
- 9- Giant- Your companion grows, becoming large in size if the space allows. For the duration of the spell your companion gains advantage on Strength checks and saving throws and deals an additional 1d4 with its melee attack.
- 10- Ooze- Your companion becomes sticky and amorphous, gaining a climbing speed equal to its movement speed and the ability to move through spaces as narrow as 1 inch.
- 11- Plant- Your companion's skin hardens and becomes bark-like in appearance, increasing its AC to 18.
- 12- Undead- Your companion takes on a rotted appearance and gains the resiliency of the undead. If your companion would be reduced to 0 hit points by damage, it must make a Constitution saving throw of DC of 5 + the damage taken. On a successful saving your companion is reduced to 1 hit point instead.
If your companion would gain the same ability more than once it must roll on the standard wild magic table. Your companion is the target of the wild magic. A few of the wild magic options have been changed and listed below:
- 21-22- Your companion has advantage on its next attack roll.
- 27-28- Your companion gains an extra action on its next turn.
- 33-34- Your companion's next attack deals maximum damage.
- 35-36- Your companion falls apart and must be rebuilt.
- 49-50- For the next minute your companion periodically belches pink bubbles.
- 53-54- For the next 3d6 days your companion requires at least 1 alcoholic drink or it can take no other actions besides the move action. (Bender rules).
- 55-56- Your companion transform into a teddy bear for the next 24 hours. While in this form it can deal no damage with its attacks however you and your allies gain advantage on any saving throws that cause the fear effect.
- 59-60- Your companion gains an additional transmorgrify ability of your choice.
- 99-00- Cast Transmogrify Companion again.
At Higher Levels. You may add an additional d12 when casting this at 5th level or higher and 8th level or higher.
* - (Can use creature components when casting this spell)
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