Level
4th
Casting Time
1 Action Ritual
Range/Area
Sight
Components
V, S
Duration
1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Shapechanging

You cast the spell on yourself and up to five other willing Rangers. When cast, each target of the spell grasps their team emblem and chants the team name. All affected Rangers then enter their transformation sequence, combining into a single huge construct—commonly known as a Megazord.

The Megazord's abilities are determined by the position each Ranger takes within the construct. Each of the six available positions corresponds to a different body part of the Megazord, each responsible for a different ability score, which affects the Megazord's stat block, health, resistances, and actions.

Megazord Positions:  

1. Arms (Strength Ranger) 

Primary Role: Melee Power and Offense 

Relevant Ability Score: Strength 

Position Abilities: The Arms provide the Megazord’s primary melee attacks, allowing the Strength Ranger to channel their abilities for powerful strikes. The Megazord’s melee attacks deal d10 times the Strength Ranger’s Strength modifier in bludgeoning damage. 

Spell/Ability Use: Any Strength-based ability or spell, such as Divine Smite, Shocking Grasp, or class features like Rage, can be channeled through the Arms to increase melee damage or impact. Additionally, the Strength Ranger can use their action to make a melee attack dealing damage and a powerful grapple on a hit.

  

2. Legs (Dexterity Ranger) 

Primary Role: Mobility and Evasion 

Relevant Ability Score: Dexterity 

Position Abilities: The Legs control the Megazord’s speed, agility, and movement. The Megazord's movement speed is determined by the Dexterity Ranger’s speed and Dexterity modifier, granting it high mobility. Additionally, the Dexterity Ranger can use their action to make a dexterous kick attack dealing d8 times Dexterity modifier in bludgeoning damage. The Legs also enhance the Megazord’s evasion, granting it advantage on Dexterity saving throws.

Spell/Ability Use: Any Dexterity-related spells or abilities, such as Evasion, Feather Fall, or Haste, can be used through the Legs to increase the Megazord’s speed, evasion, or defensive agility.

  

3. Head (Intelligence Ranger) 

Primary Role: Strategic Thinking and Senses 

Relevant Ability Score: Intelligence 

Position Abilities: The Head controls the Megazord’s cognitive functions, senses, and tactical decisions. The Intelligence Ranger can grant the Megazord the ability to make intelligent choices in combat, enhancing Perception, Investigation, and other Intelligence-based skills. Additionally, the Intelligence Ranger can use their action to analyze weaknesses, granting the Megazord advantage on its next attack or allowing it to take a second action on its turn. 

Spell/Ability Use: Any Intelligence-based spells or abilities, such as Detect Magic, Identify, or Find Weakness, can be channeled through the Head to enhance the Megazord’s awareness or strategic capabilities.

 

4. Gut (Wisdom Ranger) 

Primary Role: Instincts, Healing, and Mental Fortitude 

Relevant Ability Score: Wisdom 

Position Abilities: The Gut represents the Megazord’s instincts, gut reactions, and ability to withstand mental attacks. The Wisdom Ranger can enhance the Megazord’s resistance to psychic damage and Wisdom-based saving throws. Additionally, the Gut can heal the Megazord, using an action to regain hit points equal to d6 times the Wisdom Ranger’s Wisdom modifier, distributed as the Wisdom Ranger chooses among the Megazord’s Rangers. 

Spell/Ability Use: Any Wisdom-based spells or abilities, such as Healing Word, Cure Wounds, or Calm Emotions, can be channeled through the Gut to heal or protect the Megazord from mental effects.

 

5. Heart (Charisma Ranger) 

Primary Role: Leadership, Morale, and Social Influence 

Relevant Ability Score: Charisma 

Position Abilities: The Heart controls the Megazord’s emotional core, morale, and social presence. The Charisma Ranger can use their action to bolster allies or intimidate foes, using an aura of inspiration or fear (similar to Bless or Bane) affecting all members of the Megazord. Additionally, the Heart can use Charisma-based abilities to enhance the Megazord’s influence in social interactions or provide a morale boost, granting advantage on charisma saving throws to allies within the Megazord. 

Spell/Ability Use: Any Charisma-based spells or abilities, such as Heroism, Compelled Duel, or Command, can be channeled through the Heart to manipulate morale or sway enemies and allies in combat. 

 

6. Torso (Constitution Ranger) 

Primary Role: Defense and Health 

Relevant Ability Score: Constitution

Position Abilities: The Torso provides the Megazord’s core defense and stability, granting the Megazord its base Armor Class and damage resistances. The Torso Ranger’s Constitution modifier determines the Megazord’s damage resistances and any temporary hit points. The Constitution Ranger can use their action to fortify defenses, granting the Megazord temporary hit points equal to 3 times their Constitution modifier or boost their AC by the Constitution Ranger's Constitution modifier. 

Spell/Ability Use: Any defensive abilities, such as Stone’s Endurance or class features that enhance durability (e.g., Second Wind or Unyielding Endurance), can be used to bolster the Megazord’s resilience or health pool. 

 

Megazord Mechanics: 

Hit Points: The Megazord’s total hit points are the pooled hit points of all Rangers participating in the spell. Damage is evenly distributed across all Rangers, and if one Ranger is reduced to 0 hit points, the Megazord continues to function but with reduced effectiveness in that specific position. 

Saving Throws: The Megazord makes saving throws based on the ability scores of the Rangers in the relevant positions. For example, a Wisdom saving throw uses the Wisdom of the Gut Ranger, while a Strength saving throw uses the Strength of the Arms Ranger. 

Actions and Abilities: On each Ranger’s turn, they can take an action relevant to their position, such as making an attack, casting a spell, or activating a class feature. The Head Ranger (Intelligence) can also use their action to grant coordinated actions or guide the Megazord strategically. 

Disbanding the Megazord: The spell ends early if the Megazord drops to 0 hit points, one or more Rangers become unwilling, or if a Dispel Magic is successfully cast. When the spell ends, each Ranger returns to their original position with the current hit points they had after damage was distributed.

 

 

Spell Tags: Shapechanging

Available For: Ranger

robjh666

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