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you can end one option as an action to gain the benefits location, covering about 50 m iles per 24 hours for a
of a different one. flying messenger, or 25 m iles for other animals.
Aquatic Adaptation. You adapt your body to an W hen the m essenger arrives, it delivers your m essage
aquatic environment, sprouting gills and growing to the creature that you described, replicating the sound
webbing between your fingers. You can breathe of your voice. The m essenger speaks only to a creature
underwater and gain a swim m ing speed equal to your matching the description you gave. If the m essenger
walking speed. doesn’t reach its destination before the spell ends, the
Change Appearance. You transform your appearance. m essage is lost, and the beast makes its way back to
You decide what you look like, including your height, where you cast this spell.
weight, facial features, sound of your voice, hair length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot of 3nd level or higher, the duration of the spell
You can make yourself appear as a m em ber of another increases by 48 hours for each slot level above 2nd.
race, though none of your statistics change. You also
can’t appear as a creature of a different size than you, A n i m a l S h a p e s
and your basic shape stays the same; if you're bipedal, 8 th-level transmutation
you can’t use this spell to becom e quadrupedal, for Casting Time: 1 action
instance. At any time for the duration of the spell, you Range: 30 feet
can use your action to change your appearance in Components: V, S
this way again. Duration: Concentration, up to 24 hours
Natural Weapons. You grow claws, fangs, spines,
Your m agic turns others into beasts. C hoose any
horns, or a different natural weapon of your choice. Your
number of willing creatures that you can see within
unarmed strikes deal 1d6 bludgeoning, piercing, or
range. You transform each target into the form o f a
slashing damage, as appropriate to the natural weapon
Large or smaller beast with a challenge rating of 4 or
you chose, and you are proficient with your unarmed
lower. On subsequent turns, you can use your action to
strikes. Finally, the natural weapon is m agic and you
transform affected creatures into new forms.
have a +1 bonus to the attack and damage rolls you
The transformation lasts for the duration for each
make using it.
target, or until the target drops to 0 hit points or dies.
A n i m a l F r i e n d s h i p You can choose a different form for each target. A
1st-level enchantment target’s game statistics are replaced by the statistics of
the chosen beast, though the target retains its alignment
Casting Time: 1 action
and Intelligence, W isdom , and Charisma scores. The
Range: 30 feet
target assum es the hit points o f its new form, and when
Components: V, S, M (a m orsel of food)
it reverts to its normal form, it returns to the number
Duration: 24 hours
of hit points it had before it transformed. If it reverts as
This spell lets you convince a beast that you mean it no a result of dropping to 0 hit points, any excess damage
harm. C hoose a beast that you can see within range. carries over to its normal form. As long as the excess
It must see and hear you. If the beast’s Intelligence is damage doesn’t reduce the creature’s normal form to 0
4 or higher, the spell fails. Otherwise, the beast must hit points, it isn’t knocked unconscious. The creature is
succeed on a W isdom saving throw or be charm ed limited in the actions it can perform by the nature of its
by you for the spell’s duration. If you or one of your new form, and it can’t speak or cast spells.
com panions harms the target, the spells ends. The target’s gear melds into the new form. The target
At Higher Levels. W hen you cast this spell using can’t activate, wield, or otherwise benefit from any of
a spell slot of 2nd level or higher, you can affect one its equipment.
additional beast for each slot level above 1st.
A n i m a t e D e a d
A n i m a l M e s s e n g e r 3rd-level necromancy
2nd-level enchantment (ritual)
Casting Time: 1 minute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a drop of blood, a piece of flesh,
Components: V, S, M (a m orsel of food) and a pinch of bone dust)
Duration: 24 hours Duration: Instantaneous
By means of this spell, you use an animal to deliver a This spell creates an undead servant. C hoose a pile
message. C hoose a Tiny beast you can see within range, of bones or a corpse of a M edium or Sm all humanoid
such as a squirrel, a blue jay, or a bat. You specify a within range. Your spell im bues the target with a foul
location, which you must have visited, and a recipient mimicry of life, raising it as an undead creature. The
who matches a general description, such as “a man or target becom es a skeleton if you chose bones or a
wom an dressed in the uniform of the town guard” or “a zom bie if you chose a corpse (the DM has the creature’s
red-haired dwarf wearing a pointed hat.” You also speak game statistics).
a m essage of up to twenty-five words. The target beast On each of your turns, you can use a bonus action
travels for the duration of the spell toward the specified to mentally com m and any creature you made with
this spell if the creature is within 60 feet of you (if you

