Fiendform
6-level Transmutation
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bone from a slain fiendish creature
Duration: Concentration, up to 10 minutes
You assume the form of a fiend for the duration. The new form can be of any fiend, such as a devil or demon, with a challenge rating equal to your level or lower. You must have seen the sort of fiend at least once. You transform into an average example of that fiend, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen fiend, though you retain your alignment and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the fiend. If the fiend has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the fiend’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. In addition, you cannot cast spells or speak.
Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Wizard