![]() ![]() After awakening, animals are predisposed to be friendly toward whoever cast the spell- in this case, presumably their masters. Further, an intelligent animal can be difficult to manage. Most pointedly, awakened animals can no longer serve as companions, and the character must follow the rules for Leadership if he wishes to take the animal as an official cohort. The moment the spell takes effect, an animal companion ceases to be a class feature, and instead becomes a person-an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased Charisma score and knows at least one spoken language.Īn adventurer considering awakening his animal companion should keep in mind the awaken spell’s potential drawbacks. One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast awaken on the beast. Once it’s awakened, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature. Only the animal’s type changes to magical beast, it doesn’t gain all the mathematical benefits for this type change (think of it as a “quick rules” version of adding a template to a creature).Īn animal trained to wear barding can continue to do so without penalty once it is awakened. Do you change its HD to d10s, increase its BAB to that of a magical beast, and gain other features of the magical beast type? It also gains two Hit Dice are these d8s or d10s? If the animal was trained to wear barding, does it retain this ability once it is awakened? If the animal wasn’t trained to wear barding, how can the awakened creature learn how to wear armor? If you cast awaken, an animal’s type changes to magical beast. This spell does not function on an animal or plant with an Intelligence greater than 2. An awakened animal can’t serve as an animal companion, familiar, or special mount.Īn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). Its type becomes magical beast (augmented animal). An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.Īn awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.Īn awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. The awakened animal or tree is friendly toward you. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). You awaken a tree or animal to human-like sentience. Saving Throw Will negates Spell Resistance yes They are fantastic.School transmutation Level druid 5, shaman 6 Mystery nature 5Ĭomponents V, S, M (herbs and oils worth 2,000 gp), DF They are weak so an army of them will still be terrible in combat but get creative. In short the sky is the limit with what you can do with them. How about a helm of telepathy? Bushes stationed around town casting detect though reading surface thoughts all over town by day then coming back to you at night to let you know all the town secrets. ![]() Those shrubs look much scarier with 19 str, 19 con, and a wand of magic missile or two. If you are playing a high level spy artificer you might also start making common and uncommon magic items for your shrubs since all creatures can attune to magic items. ![]() Provided you spend any costs and have the downtime I personally see no issue with teaching your intelligent shrubs new fun skills. ![]() If your DM allows there are downtime rules for learning skills and gaining proficiencies. On top of that they can do pretty much anything a normal sentient creature in D&D can do. They have an intelligence and wisdom of 10 which puts them on par with your average adult in D&D and can speak. Have them post up around well traveled establishments and come back if they hear anything juicy. The have False Appearance which makes them look exactly like a normal shrub while they stand still. While they don't do much on their own and are weak in combat they make perfect spies. When I played a Spy(Artificer) I had a number of awakened shrubs. ![]()
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