You choose a creature within range (if the creature is unwilling, it must fail a Wisdom save) to be imbued with the power of codependence. On each of your subsequent turns before the spell ends, the affected creature will move when you do, and take all actions you do, with no consequence to its actions on its own turn. You may choose which direction the creature moves in, and what its actions target. If the creature cannot take an equivalent action to mirror the action(s) performed by you, it will act accordingly:
- If a melee weapon attack is to be performed, and the affected creature does not possess the weapon to directly mirror your action, it will use a melee weapon of your choice that it is currently holding, performing an unarmed strike if it is not holding one.
- If a ranged weapon attack is to be performed, and the affected creature does not possess a ranged weapon, it will perform a melee weapon attack or throw the nearest object to the creature at its target, at your discretion. If none of the prior options are viable, it will either Disengage or Dash.
- If an ability bestowed by race (i.e. Breath Weapon), class (i.e. Lay On Hands), magic item, feat, or similar means is to be utilized, the creature will attempt to humorously mimic the action if it cannot perform it itself, at your discretion.
- If a spell that the affected creature cannot normally use is to be cast, roll an ability check with your spellcasting ability modifier to determine whether the creature may cast the spell or not. The DC is 12 + the spell's level (+0 for a cantrip). No additional spell slots are lost on a successful or failed check for you or the affected creature. The spell must be cast at its lowest possible level, and class-specific abilities such as Metamagic do not transfer to the affected creature.
- All other actions, at the DM's discretion, will be performed by the affected creature normally using its own stats.
While affected by the spell, the creature will not take any actions to cause itself harm, as under a Suggestion spell. If an unwilling creature takes damage, it may redo its Wisdom save, with the DC lowering by 1 for every 10 HP lost (rounding down). The creature may still freely move and act on its own turns.
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