You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can,be any Beast you choose that has a Challenge Rating equal to or less than the targets Challenge Rating (or the targets level if it doesnt have a Challenge Rating).,The targets game statistics are replaced by the stat block of the chosen Beast,,but the target retains its alignment,,personality, creature type, Hit Points, and Hit Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast 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 cant speak or cast spells. The targets gear melds into the new form.,The creature cant use or otherwise benefit from any of that equipment.
You create a Large hand of shimmering,magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. The hand doesn't occupy its space.
When you cast the spell and as a bonus action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
•Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 force damage.
•Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it,
•Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition,,with an escape DC equal to your spell save DC.,While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it,,dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
•Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it.,In addition, its space counts as Difficult Terrain for your enemies.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage of the clenched fist increases by 2d8 and the damage of the grasping hand increases by 2d6 for each slot level above 5th.