Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
None
Duration
Special
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)

    • Choose one target within range. The arrow automatically hits; the target makes a saving throw determined by the chosen effect. On a successful save the target either suffers half the damage (for damage effects) or suffers no additional effect and resists non-damaging effects as noted below.
  • You may change the chosen effect each time you cast the cantrip.
  • Only one effect applies per casting.
  • If an effect requires concentration, casting another concentration spell ends the Arrow of Wonder’s concentration as normal.
  • The spell’s power scales with your level for the Damage and Stun effects (see Scaling).

 

Effects

Choose one effect when you cast.

  • Stun
    • Effect: The target must succeed on a Constitution saving throw or be stunned until the end of its next turn. On a successful save the target is not stunned.
    • Damage: The arrow deals 1d4 thunder damage on a hit (half on a successful save). See Scaling for damage increases.
    • Concentration: No.
  • Sleep
    • Effect: The target must succeed on a Wisdom saving throw or fall unconscious for 1 round (the target wakes if it takes damage). On a successful save the target is not affected.
    • Concentration: No.
  • Convert
    • Effect: The target must succeed on a Wisdom saving throw or be charmed by you for up to 1 minute. While charmed in this way, the target views you as a trusted ally and will not intentionally harm you. The charm ends early if you or your companions attack the target, if you use a hostile action against it, or if you cast a spell that forces it to make a saving throw. On a successful save the target is not charmed.
    • Limitations: This effect cannot force extraordinarily strong loyalties (such as making a creature act directly against its deeply held alignment or instincts) and is subject to DM adjudication.
    • Concentration: Yes.
  • Transmute
  • Effect: The target must succeed on a Wisdom saving throw or be transformed into a nonhostile beast chosen by you that has a challenge rating equal to the target’s CR, or 1 step higher or lower (for creatures without a formal CR, the DM uses an appropriate approximation). The transformed creature uses the beast’s stats but retains its alignment and mental ability scores; it is not considered friendly merely by being a beast. The transformation lasts for up to 1 minute or until the target drops to 0 hit points, whichever comes first.
  • Limitations: This effect cannot transform a target into a creature that would be obviously inappropriate for its size (as determined by the DM), cannot create a form with legendary actions or lair actions, and cannot affect creatures immune to polymorph- or shape change-like effects.
  • On a successful save the target is not transformed.
  • Concentration: Yes.

At higher levels (5,11,17) you can create an extra effect.

 

 

Spell Tags: Control Combat Shapechanging

Available For: Bard Cleric Paladin Ranger Sorcerer Warlock Wizard

Jace_Beleren_in_Ravinica

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