Awaken

A
Control

Awaken is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that awakens beasts or plants into speaking, thinking allies.
gentle persuasion

Awaken is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
and
living ally

Awaken is a Summoning spell. Summoning spells create new allies.

See all Summoning spells →
.

2024 Rules

Level & School
5th-level transmutation
Casting Time
8 hours
Range
Touch
Components
V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration
Instantaneous
Classes
Bard, Druid

You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.

The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.

2014 Rules

Level & School
5th-level transmutation
Casting Time
8 hours
Range
Touch
Components
V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration
Instantaneous
Classes
Bard, Druid

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 GM 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 or 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.

Awaken 5.5e 2024 vs. 5e 2014 edition differences

Awakening can now target a natural plant that isn’t already a creature, and a natural plant becomes a Plant creature. The charm now lasts as the Charmed condition for 30 days or until you or your allies deal damage to it, instead of ending on any harmful act.

Awaken popularity

Awaken is a seldom chosen level 5 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Awaken

  • Conjure Animals 3rd-level conjuration

    Both create or enlist creatures to aid you in the field and are often used by druids for companion- or summon-style tactics.

  • Animate Objects 5th-level transmutation

    This spell likewise animates non-sentient things to act on your behalf, turning inert targets into active allies for a significant duration.

  • Find Familiar 1st-level conjuration

    Like Awaken, it gives you a lasting creature companion with utility and social value, and players often pick it for similar roleplaying and support reasons.

  • Animal Friendship 1st-level enchantment

    Both spells are ways to gain the goodwill of beasts and rely on social interaction with non‑humanoid creatures rather than pure damage or control.

  • Speak with Animals 1st-level divination

    Awaken and this spell both focus on communication with animals, enabling social interaction and roleplaying opportunities with non‑human creatures.