Finally, target is also automatically charmed for 30 days. The spell also gives the target 1 language, the ability to move and sense the world if they couldn't beforehand, all of these previous effects are implied to be permanent. Step 2: AwakenĪwaken gives the target creature Intelligence 10, provided its stats are in the range for it to be affected, which is less than score 4 or to not have that score. Thus whenever the creature successfully resists, this part of the effect will be over and its Ability scores should return to the original values and whenever it fails, the scores are set to 1. Let's suppose you have a way to successfully stop the creature from being killed by Feeblemind's psychic damage, or that the creature has enough hit points to take the damage and not die, it will have Intelligence and Charisma set to 1, which can be rolled for save again every 30 days. But this is going beyond what is actually written in the rules, and would be very strange, since everywhere else "ability score" means "current ability score" without needing to be explicit about it being "current". The only caveat really is, that Feeblemind is reversible, so the original INT score must still be in existence, and a DM would be within their right to rule that this original score (in the creature's stat block) is what Awaken looks at. I'll asume this is not a a challenge for characters able to cast Awaken and Feeblemind. So, same would apply if the original INT was >3.įeeblemind should of course be removed before its next saving throw (every 30 days) to avoid the need to even consider what would happen, if that save fails. If order is Feeblemind, Awaken, dispel, there isn't any reason I could find for the order to matter, final INT would still be 10. Now the question is, what is the beast's INT after this? If an originally INT 3 beast is awakened, feebleminded and dispelled, its INT would clearly be 10. But this is irrelevant, Feeblemind effect needs to be removed anyway.
Feeblemind is a reversible state, which is probably not overriden by Awaken. Then there is the remaining issue of Feeblemind staying in effect. On a failed save, the creature's Intelligence and Charisma scores become 1.The target must have either no Intelligence score or an Intelligence of 3 or less. Once the target survives the Feeblemind, direct reading of Awaken says it is a valid target: But better prepare to lose a few beast specimens before one survives, if you go this route.
D AND D 5E AWAKEN FREE
If you can't arrange Death Ward, a more messy alternative is to give temporary hitpoints, for which Enhance Ability for Bear's Endurance, max 12 temp hit points (2d6, but it's a 2nd level spell so you can easily try several times) might be best as it is free to cast yet can give enough HP to make survival likely. That will make it drop to 1 hit point when any damage would drop it to 0 hit points, so casting Feeblemind is now not deadly. It's a non-concentration 4th level Cleric/Paladin spell, with duration of 8 hours, so it should be easy enough to arrange at the point you have Feeblemind and Awaken available. Simple way would be to cast Death Ward on target animal. The problem is Feeblemind killing the target beast, but it is easily overcome.