Evolve/Un-evolve (5e Spell)

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Evolve/Un-Evolve
8th-level Transmutation
Casting time: Instant
Range: 50 ft at a creature you can see or yourself
Duration: 1 day, but if you recast the spell targeted at nothing at the time when the spell would expire, it keeps going, but doesn't make the spell get worse on the target.


You can cast this spell on one target, then you choose to either evolve them or un-evolve them, then they roll a constitution saving throw (DC 20, the target can choose to fail), if they succeed, nothing happens, if they fail, they, if you chose evolve: They gain a feature of your choice from this table:

Flight. They have a flying speed of 30 feet. To use this speed, they can’t be wearing medium or heavy armor.
Incorporeal Form. As an action they can go into an incorporeal form. For one minute, they can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they ends their turn 
inside an object. Additionally, they have resistance to non-magical piercing, slashing and bludgeoning when in this form. Once they have used this ability once, they cannot use it again until they finish a long rest.
Perfect Climber. They are constantly under the effects of the spider climb spell. Additionally, when climbing with spider climb, their climbing speed is 10 ft. faster than their walking speed.
Aquatic Force. They have grown used to the deep waters, and have learned how to fight in it. they have advantage on grappling checks underwater.
Additionally, once per turn when they hit an underwater creature with a melee weapon attack, they lose their breath, taking the effects of one minute of underwater breathing instantly. This has no effect on creatures that can 
breathe underwater.
All Seeing Eyes. The eyes on their body flow with magical power. They gain truesight with a range of 30 ft and advantage on all Wisdom (Perception) checks.
Amorphic Body. Their body takes on a shape similar to an ooze. They have advantage on checks made to escape a grapple, and can squeeze through an area 1 inch wide. In addition, they may no longer be sneak attacked, and they contort 
their body any way they desire.
Blinding Spittle. They secrete alchemical spittle when threatened. As an action, they make a ranged attack against a target within 40 feet. If they hit, the target takes 1d6 acid damage and must make a DC 16 Constitution saving 
throw or be blinded for 2 rounds. They may use this trait several times equal to 1 + your Constitution modifier per long rest.
Bloodthirsty Savagery. They have become a formidable hunter. Whenever they kill an enemy, they gain advantage on your next attack. Whenever they are reduced to half your health, their attacks deal an extra 2d6 damage as they enter 
into a blood rage.
Frills. They gain frills. As an action, they may extend these frills to frighten an enemy. All foes within 40 ft must make a Wis save equal to 8 + their proficiency bonus + their Charisma bonus or become frightened 
of them. If they fail this save by 5 or more, they are terrified. If they succeed, they are immune to their frightful presence for 24 hours. Once, at the end of every turn, an enemy affected may remake their save. They may use this 
ability once per long rest. They also gain advantage and their proficiency bonus on Intimidation checks.
Regeneration. They heal at an impressive rate. Whenever they spend at least one Hit Dice to regain hit points during a short rest, they regain an additional number of hit points equal to twice their Constitution modifier. Severed 
toes and fingers regrow after 24 hours. Severed hands and feet regrow after three days, and severed limbs regrow after one week. If the severed limb is present and whole, they can reattach it during a short or long rest as long as 
they spend one Hit Dice to regain hit points and perform no other actions, including light duties. They gain one level of exhaustion whenever they begin regenerating a limb. This level of exhaustion lasts for 24 hours after 
regenerating a limb. Additionally, once per long rest, as a bonus action, they may expend 2 Hit Dice as if they finished a short rest.
Spider Web. They grow spinnerets that produce an effect similar to the web spell. They may use this ability once per long rest. They are immune to the effects of this ability and similar abilities.
Stinging Tail. They sprout a large scorpion tail. This tail has a sharp poisonous barb on the end. As a bonus action, they may make an attack that deals 2d8 piercing damage on a hit, and the target must make a DC 16 Constitution 
saving throw or take an additional 4d6 poison damage and become poisoned for 2 rounds. They may use this feature once per long rest. They can also milk this poison with a successful Alchemist's Tool's check. If they do, the poison 
lasts one day before it denatures, and they lose the poison ability on their tail attacks until their next long rest.

Un-Evolve simply sends them back one major evolutionary event, turning them into an average creature in DND which is what they are now, if that doesn't work, meaning the books dont have a stat block for it, just use homebrew or something.

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