This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration,or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level,if it doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. 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.
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.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors,the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings,the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction,such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants,minerals,animals,or peoples
• powerful celestials,fey,fiends,elementals,or undead
• influence from other planes of existence
For example,you could determine the location of powerful undead in the area,the location of major sources of safe drinking water,and the location of any nearby towns.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and,as part of the move used to enter the tree,can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree,using another 5 feet of movement. If you have no movement left,you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.