Polymorph vs dom of movement 5e1/22/2024 The target's gear melds into the new form. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. The target assumes the hit points of its new form. It retains its alignment and personality. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature must make a Wisdom saving throw to avoid the effect. This spell transforms a creature that you can see within range into a new form. The Spell Itselfīefore we dig into the specifics of my favorite dnd 5e spell, let's take a look at the raw spell description itself: PolymorphĬomponents: V, S, M (a caterpillar cocoon) There's an amazing number of problems that can be solved with a sudden transformation and to get your creative polymorphing juices flowing we're going to go through everything you need to know. Turn the big bad evil guy into a chicken or turn your ally into a t-rex and watch them rampage through the enemy ranks. The spell polymorph turns a creature (temporarily) into any animal you can think of. Polymorph is the source of some of the funniest D&D stories and is an outlet for a player's creative problem-solving harkening all the way back to the earliest days of the game. Thank you.She Turned Me into a Newt! I Got Better. So, I hope to gain a second opinion (I am also open to advice outside the topic of this post). BUT, I already have a LOT of 3rd level spells and I don't know if it's bad to "fall behind" as higher spells are made available. I don't have Fly, and there have been situations (flying enemies, obstacles) where our melee martial characters haven't been able to do anything significant. Dimension Door I saw as another nice utility option, long-range teleport with an ally to or away from a situation. Arcane Eye since it's a unique resource (to scout) that we just don't have in our party and I see myself as the utility and control guy (never gonna match a martial character in damage anyway). My first thoughts were to take Arcane Eye and Dimension Door. Now I've hit level 8 and there are spells to take. I've been a bit late to the game regarding 4th level spells since I skipped Counterspell and Haste on level 5 and 6, so used level 7 to get them (and I just love them), but thankfully found Greater Invisibility. However, I'm really split about what I should take. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at So, just hit level 8 with my human necromancer wizard and I need to pick out the two spells for this new level. For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. This subreddit may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries.
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