Transfer Ability (5e Spell)

You touch a creature, and attempt to drain one of its abilities to enhance one of yours. Make a melee spell attack against the target. On a hit, choose one of the following effects; you and the target gain the effect until the spell ends.

Transfer Ability
4th-level Transmutation
Casting time: 1 action
Range: Touch
Components: V, S
Duration: concentration, up to 1 hour

Transfer Strength. You have advantage on Strength checks and on Strength saving throws, and your carrying capacity doubles. The target has disadvantage on Strength checks and on Strength saving throws, and its carrying capacity is halved.

Transfer Dexterity. You have advantage on Dexterity checks. You also don't take damage from falling 30 feet or less if you aren't incapacitated. The target has disadvantage on Dexterity checks and also becomes vulnerable to falling damage for the duration of the spell.

Transfer Constitution. You have advantage on Constitution checks. You also gain 4d6 temporary hit points, which are lost when the spell ends. The target has disadvantage on Constitution checks, and its maximum hit points are reduced by 4d6. This reduction lasts until the spell ends.

Transfer Intelligence. You have advantage on Intelligence checks and on Intelligence saving throws. The target has disadvantage on Intelligence checks and on Intelligence saving throws.

Transfer Wisdom. You have advantage on Wisdom checks, and the target has disadvantage on Wisdom checks.

Transfer Charisma. You have advantage on Charisma checks and on Charisma saving throws. The target has disadvantage on Charisma checks and on Charisma saving throws.


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