True Polymorph

A
Control

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

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and
Support

True Polymorph is a Support spell. Support spells strengthen, protect, or buff allies.

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spell that turns creatures and objects into new forms, with
swift action

True Polymorph is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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,
mobility

True Polymorph is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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,
healing

True Polymorph is a Healing spell. Healing spells restore hit points and bring characters back to life.

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,
summons

True Polymorph is a Summoning spell. Summoning spells create new allies.

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,
and
save-or-suck

True Polymorph is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
.

2024 Rules

Level & School
9th-level transmutation
Casting Time
Action
Range
30 feet
Components
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration
Concentration, up to 1 hour
Classes
Bard, Warlock, Wizard

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

2014 Rules

Level & School
9th-level transmutation
Casting Time
Action
Range
30 feet
Components
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration
Concentration, 1 hour
Classes
Bard, Warlock, Wizard

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

True Polymorph 5.5e 2024 vs. 5e 2014 edition differences

True Polymorph got a major rewrite. Creature-to-creature now has a CR cap based on the target, replaces stats with the new form’s stat block, and the target keeps its own HP while getting temporary HP equal to the new form’s HP. Object-to-creature now has CR and size limits and starts Friendly, obeying you. Creature-to-object now carries worn/carried gear and the target forgets the time spent transformed. It also no longer mentions shapechanger/0-HP immunity.

Spells similar to True Polymorph

  • Polymorph 4th-level transmutation

    It changes one creature into another form for a duration and is the obvious lower-level counterpart that shares the same transformation mechanics.

  • Shapechange 9th-level transmutation

    A ninth-level transformation that lets a caster assume different creature forms for up to an hour, mirroring the high-level, shape-changing power of this spell.

  • Simulacrum 7th-level illusion

    It creates a lasting duplicate creature that obeys you and occupies game space similarly to how turning an object into a controlled ally functions.

  • Gate 9th-level conjuration

    Also a ninth-level option for bringing powerful creatures into play under certain conditions, offering a comparable high-level way to add allies or alter a scene.

  • Animate Objects 5th-level transmutation

    It converts inanimate things into combatants you command, giving a similar object-to-ally effect on a shorter scale and duration.