Level
5th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Enchantment
Attack/Save
None
Damage/Effect
Buff (...)

In a horrid display of bones breaking, skin being shredded and grotesque mutations occurring, the caster transforms into a wicked creature!
For the duration of this spell, the caster is transformed into a Large creature that shares the resemblance of some sort of beast, a hybrid of different beasts or other creatures. While in this form, the caster gains the following effects:

- Unnatural Skin: Your skin undergo such a change that you gain resistance against non-magical attacks.

- Swiftness: You gains 10 additional movement speed.

- Twisted Defence: Your AC while in the Wicked Form is 17.

- Inhuman Strength: Advantage on Strength saving throws and Strength ability checks and your strength ability score is increased to 24 for the duration (unless your strength score is higher).  

- Twisted Hands: Your hands grow in size and shape, causing you to gain long and sharp claws. This causes you to gain the Slam and Claw attack action. Both attacks deal 2d8 Bludgeoning/Slashing damage and counts as magical damage.

- Wicked Mind and Body: You gain immunity to the Charmed, Frightened and Poisoned status effects.

- Inhuman Endurance: Your hit points are set to 150 unless your maximum hit points surpasses this number. If so, keep your maximum hit points.

- Darksight: You gain Darkvision up to 60 feet. If you already have Darkvision when transforming, this range is increased by 30 additional feet.

- Cursed Existence: You are vulnerable against silver weapons and Force damage.

Your game Statistics are the same exept from your Strength score. You retain your Alignment, personality, and Dexterity, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.

When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.

You can cast Spells while transformed, but you have disadvantage on Concentration spells when you are struck, as your wicked nature makes it easier for you to lose control. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.

You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides 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 size or shape to match the new form (unless magical), and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

At Higher Level. Casting this spell as a 8th level spell or higher causes you to be able to transform one willing creature within 20 feet aswell.

* - (A gem worth atleast 250 Gold, which the spell consumes)

Spell Tags: Creation Buff Combat Shapechanging

Available For: Bard (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Harkard

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