Soul Change (5e Spell)
From D&D Wiki
|Casting time:||1 bonus action|
|Components:||V,S (2 souls of any kind required)|
|Duration:||Concentration, up to 1 minute|
The cultivator uses their souls to inflict a condition unto one target they can touch.
- Happiness : The target gains temporary hit points equal to your Wisdom ability score modifier plus your proficiency bonus at the start of each of their turns. Remember, temporary hit points do not stack.
- Greed: The target must make a Wisdom saving throw. On a failed save their thoughts are muddled ,and they subtract 1d4 from their attack rolls, their ability checks, and their Constitution saving throws to maintain concentration. A target may repeat this saving throw at the end of each of its turns, ending the effect on a success.
- Follower: The target must make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
- Demonic: You deal an additional 1d6 necrotic damage whenever you hit the target with an attack or spell until the effect ends.
- Antique: The target's skin becomes silvery and shiny, and their AC can't be less than 16, regardless of what kind of armor they are wearing.
- Esoteric: The target must make a Wisdom saving throw. On a failed save, the target becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends if the target takes any damage or if someone else uses an action to shake it out of its stupor.