![]() ![]() They may research a version of Reincarnation that works on beasts (especially if a god helps out). They may find time shifting in the Fae realms that allow them to live much longer or even stop aging completely - though this puts you at the hands and mercy of the locals. The good news is, magic is very keen to add time to a creature's life. and soon! Unlike trees that naturally live for centuries, most beasts won't get far past a decade unless they happen to be an elephant or turtle. They need some serious solutions else their new-found brilliance will end. They live short lives though - a mouse lives 5-7 years, a deer lives only 6-14 years. For example, a simple deer has an average score of 14 wisdom (some could be much wiser!) - that's about as wise as most low level druids, clerics and other religious monsters. So They Are Awake - Now What?įortunately, they have lots of options if you look at beast ability scores. Note that dragons have optional rules for spell casting and they can choose nearly any spell (they would need to be CR 15+ for Awaken &/or Reincarnation). This will still mean an eight hour casting time. There are some creatures in the Monster Manual that have the Innate Spellcasting trait - they cast them without material components (or their cost). Such creatures also gain two languages and the ability to speak. Specifically, when Psychic Resonance (page 160) occurs there is a six percent chance all beasts gain that 10 intelligence if they didn't have it already. Tasha's Cauldron adds magical zones to D&D world-building with weird 'storms' that can cause every beast within the area to spontaneously get more clever. then what? What is their lifestyle? What motives would they eventually have? What would they do with the rest of their lives? Who Would Cast Awaken - Spell Both Difficult & Expensive But what about beasts? You make them average intelligence anthropomorphically speaking and. In previous publications there has been some mention of what an Awakened tree may do if you first shape them into anything that is both really large and made of wood. They are fantastic.So you have some Awakened animals & plants! What do they do with their new-found smarts? They are weak so an army of them will still be terrible in combat but get creative. In short the sky is the limit with what you can do with them. How about a helm of telepathy? Bushes stationed around town casting detect though reading surface thoughts all over town by day then coming back to you at night to let you know all the town secrets. Those shrubs look much scarier with 19 str, 19 con, and a wand of magic missile or two. If you are playing a high level spy artificer you might also start making common and uncommon magic items for your shrubs since all creatures can attune to magic items. ![]() Provided you spend any costs and have the downtime I personally see no issue with teaching your intelligent shrubs new fun skills. If your DM allows there are downtime rules for learning skills and gaining proficiencies. On top of that they can do pretty much anything a normal sentient creature in D&D can do. They have an intelligence and wisdom of 10 which puts them on par with your average adult in D&D and can speak. Have them post up around well traveled establishments and come back if they hear anything juicy. The have False Appearance which makes them look exactly like a normal shrub while they stand still. ![]() While they don't do much on their own and are weak in combat they make perfect spies. When I played a Spy(Artificer) I had a number of awakened shrubs. ![]()
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