After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
The 5th-level spell Awaken, available to bards and druids, is a powerful means of creating sentient plant or animal companions. Its casting time of 8 hours requires concentration and an expensive agate worth at least 1,000 gp. While the effects are instantaneous, with proper roleplay, the awakened creature can become a valuable ally, able to converse and take independent actions. However, its use in a campaign should be carefully considered as it can drastically alter the balance of power and shift focus away from player characters.
Awaken is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Awaken Pathfinder edition. Want to use Awaken in a VTT (virtual tabletop)? Try out SendingStone for free today!
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