Dendromorph (5e Spell)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: This is incredibly powerful. You can repeatedly cast it until you essentially defeat the Big Bad no matter where it is, how powerful it is, and having never met it.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Dendromorph
7th-level Transmutation (ritual)
Casting time: 1 hour
Range: Unlimited
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: Variable


You call upon the power of nature to transform a creature into a tree. The target 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.

Knowledge Save 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
Intelligence Save Modifier
16 or above +2
Between 7 and 15 0
6 or below −2
Belonging Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, etc. −10

Upon a success, the target is unaffected, and is aware that somebody tried to turn them into a tree, is aware that you specifically cast the spell, and is aware of where you are within a three-mile radius.

Upon a failure, the target is unaware that anything has happened to them. The next time they come into contact with a quantity of dirt the size of a 10-by-10-by-10 cube, their flesh begins to turn wooden and branches and leaves begin to sprout form their body. The target’s gear is similarly consumed. They lose all form of consciousness and enter a deep, dreamless sleep. The creature is effectively paralyzed in their tree form.

After 2d12 days, they momentarily regain a small amount of their former mentality and may attempt to pass the Wisdom saving throw again. Upon three failures (not including the initial failure), the target loses any sense of its former life and permanently becomes a tree. Upon a success, the tree withers away, revealing the creature in the exact state they were before they were transformed. They are bewildered and unaware of what has happened to them.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the target remains as a tree for an additional 2d12 days for each slot level above 7th.


Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors