![]() Realize that the reason you have to use an "action" - a mechanical implement, not a narrative one - is for balance and the sake of the action economy. The Ranger's Companion ability is not contradicted by awaken in any way. You could however, add the bonus that the Wolf doesn't need to be verbally commanded (it still uses one of the ranger's attacks, and attacks on his turn though).Ĭommanding the Wolf to attack still requires an actionĪwaken does not free the beast companion from its bond to its Ranger. TL DR, I think your players have a legitimate argument, but I would keep the rules of the combat the same so you don't have to roll extra initiative counts or anything (WoTC always likes to point out that rolling more dice is usually bad, because it makes a combat slower). However, since you mentioned ignoring the Charm effect due to Animal Companion, I don't know how that would work out it might be more of a plot device than anything. However, remind the players that they need to take caution with how they treat their awakened wolf friend-according to the text of the Awaken spell, you could still impose the ability of the wolf to leave the party if you so chose. However, I would argue that, so long as your Ranger already has the Extra Attack feature, the wolf can act on its on, on the Ranger's turn as it previously did-the only difference being that your Ranger no longer has to verbally command it (personally I find that a fair trade-off for 1000 GP, but mechanically that is your decision). (Beastmaster ranger is, in my opinion, weaker than Hunter ranger, so you might want to weigh out how much damage it would actually be adding, but RAW, yes it would still require an action.) That means that the wolf still requires an action to order it to attack and I would impose that. XP Cost: 250 XP per creature awakened.Ignoring the Charm effect, as you mentioned, the wolf, regardless of intelligence, is still subject to the rules of the Animal Companion feature. ![]() (See MM 290 for information on skills and feats the creature gains.) ![]() An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.Īn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus, if it has one. Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human's. You have no special empathy or connection with it, but it serves you in specifi c tasks or endeavors if you communicate your desires to it.Īn awakened tree has characteristics as if it were an animated object (MM 13), except that its Intelligence, Wisdom, and Charisma scores are all 3d6. The awakened animal or tree is friendly toward you. ![]() Failure indicates that the spell fails for all targets. ![]() To succeed, you must make a Will save (DC 10 + the HD of the highest-HD target, or the HD the highest-HD tree has once awakened, whichever is greater). All awakened creatures must be of the same kind. You awaken one or more trees or animals to humanlike sentience. After a full day of constant spellcasting, you finally succeed in bringing sentience to the subjects. ![]()
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