Dendromorph (5e Spell)

You call upon the power of nature to transform a creature into a tree. Target a creature within range. It must make a Wisdom saving throw to resist the transformation, which is modified by how familiar the target is with you, their intelligence, and how personal the item relating to the target is to them.

KnowledgeSave Modifier
Well-versed (the target has met you and is aware of your powers or intentions)+10
Familiar (the target has met you and is aware of your existence)+5
Acquainted (the target has seen you at least once)+0
Strangers (the target doesn’t know anything about you)−5
IntelligenceSave Modifier
16 or above+2
Between 7 and 150
6 or below−2
BelongingSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, etc.−10
Dendromorph
7th-level Transmutation
Casting time: 1 hour
Range: 1 mile
Components: V, S, M (a dried sapling, at least 500 GP worth of seeds, fruits, or acorns, and an item related to the target)
Duration: Instantaneous

Upon a success, the target is unaffected, becomes immune to the spell for 1 week, and becomes aware of where you are for the next hour, to an accuracy of 120 feet.

On a failed save, the target, and anything they were wearing or carrying, gradually transforms into a tree and takes root where they were standing. It enters a deep sleep whilst in tree form, becoming unconscious. The target may make an additional Wisdom saving throw once every week to end the effect. When the spell ends, the target and its gear returns to the form it had before it was transformed, unaware of what had transpired.


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