From a stock of raw materials, you fashion and breathe life into a brand new creature. First you must choose the size of your new creature- and if the mass of your materials does not meet or exceed the mass of a creature of that size, you cannot create a creature of that size. You can create two or as many of the creature as it will take for them to breed and self-propagate, but no more.
Make a Nature check with proficiency if you are not trained in Nature, or twice proficiency if you are; the check result plus your spellcasting ability gives you your points for this spell. With that done, you can now move on to working out the details of your creature.
Motion: For no points your creature has a walking speed of 30 feet on land and 15 feet in one other form of motion: burrowing, swimming, and flying. You can split this speed between the two in any way, such as having a walking speed of 10 and a swimming speed of 35 feet, a walking speed of 25 feet and a climbing speed of 20 feet, and so on. For a Medium size creature you can increase the movement speed in whatever form with 2 points for an additional 5 feet. If the creature will be Small size, the cost is one point; if the creature will be Tiny, the cost is 0 points; for each size class above medium, the cost is an additional 2 points. The maximum speed for any single form is 50 feet.
For a Medium size creature, for 10 points you can give it an additional 15 feet in another form of movement: such as a creature that can walk and swim being able to fly, or burrow. For a Small size creature the cost is 5 points, and for a Tiny size creature, 3 points; for each size class above Medium, the cost increases by 5 points.
Breath and Food: You must decide where your new creature functions: on land, below land, or in the sea. For no points, your creature can be adapted to one or the other. For 5 points, your creature can hold its breath/function in the other for a short limited time; for 10 points, your creature can function on another for a single long rest; for 15 points, your creature can live/function on another indefinitely.
Element: Your creature will be a normal beast subject to the elements like any other. Or, you can alter its biology in such a way that it is resistant to the elements: this might manifest as it having an elemental appearance of its own, or it having a highly specialized hide, metabolism, etc. For 3 points, you can give your creature resistance to nonmagical Bludgeoning, Piercing, or Slashing damage, or resistance to disease(costs one point less for each size smaller than Medium, and one point more for each size larger). For 5 points, you can give a resistance to one of: Fire, Cold, Lightning, Radiant, Poison, Acid, Force, or Necrotic damage(costs one point less for each size smaller than Medium, and one point more for each size larger).
Ferocity: Your creature will probably have a way of defending itself, but you can also strengthen its natural weapons and their potency. The natural weapons of creatures created starts at 1d4 damage, and you can increase that damage for 1 point for each die class above 1d4, costing an additional point for each size class larger than Medium. For 5 points, you can strengthen another of the natural weapons of the creature: for example, a creature that would usually defend itself by biting might no also use sharp claws(costs one point less for each size smaller than Medium, and one point more for each size larger).
It might also be that the attacks and weapons of your creature are also related to its element, such as a elemental bite. For 5 points(costing 2 less for each size below Medium, and 2 more for each size above), your creature can have a breath weapon that strikes in a 10-foot cone(5 foot for Small creatures, 1 foot for Tiny; increases by 10 feet for each size above Medium). If your creature has an element it resists other than Bludgeoning, Piercing, or Slashing, it costs 3 extra points for the breath weapon to be of a different element.
Keep in mind that most creatures with strong natural weapons tend to be carnivorous and/or predators- would your peaceful herbivore have a reason to shoot laser beams or breathe fire, etc.
Durability and Toughness: The creature your create, in a manner similar to having an element, might also have strong natural defenses such as a thick hide, or touch scales. For free your creature has an Armor Class of 10. for three points(costs one point less for each size smaller than Medium, and one point more for each size larger) you can increase the A.C. of your creature by 1, to a maximum of 17. For 5 points, you can give your creature advantage on saving throws against a single condition- Stunned, Frightened, Poisoned, etc. For 15 points you can make your creature immune to one condition or element.
If you chose an element, remember that any defenses your creature has should probably complement it. Also keep in mind that most creatures with strong natural defenses tend to be peaceful/herbivorous and/or prey.
Abilities and Skills: The creature you create has your starting ability scores(but in any order or allotment), but four of them are set to your spellcasting ability modifier. For 5 points(costs 1 point less for each size smaller than Medium, and 2 points more for each size larger) you can reduce the number of ability scores set to your spellcasting ability modifier by 1, and for 2 points, you can use one of your current ability scores for the creature's.
The creature has one hit die determined by its size: Tiny- 1d4, Small- 1d6, Medium- 1d8, Large- 1d10, Huge- 1d10, Gargantuan- 1d12; it also has bonus hit points equal to your spellcasting ability modifier(with addition bonus points of the same amount for each size larger than Medium). For 5 points you can either add another hit die or increase the bonus hit points by your spellcasting ability modifier.
Next, you can also give your creature proficiency in a skill, or with certain tools. Keep in mind your choices so far at this point if giving your creature an innate talent, and if it would have the limbs and digits necessary to use certain tools. for 3 points you can give your creature proficiency in one skill, provided the related ability score is above 10; your creature can have proficiency in up to two skills and with one set of tools.
Loyalty and Longevity: On its own, the creature you create will live for around 30 years; larger creatures tend to be more durable, and will live an additional 15 years for each size larger than Medium. By spending a point, you can increase its life expectancy by 1d8 years(1d10 if Small size, 1d12 if Tiny size; 1d6 if Large or Huge size, 1d4 if Gargantuan size). The creature you create will be able to understand you and follow your commands, though its loyalty may change depending on how it is treated. Any creatures of the same kind naturally produced will be considered wild.
Unique: You cannot make the same creature with multiple castings of the spell or multiple different creatures with one casting. But, you may make similar creatures with different castings, in the same way there are many different kinds of cats or dogs or dragons.
Small Stuff: You will have to do more to decide what your creature is like outside the parameters of the spell: does it have fluffy fur, are they sneaky and scaly, etc., that it would be good to have thought out before casting. As always, if you're unsure about a trait, ask your DM.
When cast at a level above 5th, for each spell slot expended above 5th you gain an additional 10 points for the spell.
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