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Returning 35 results for 'plants'.
Other Suggestions: points plane plant
Shape Plants
spells
You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the
, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new
Speak with Plants
spells
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in
thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines
Transport via Plants
Spells
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
Locate Animals or Plants
Spells
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within
Plants
Compendium - Sources->Monsters of the Multiverse
Plants Corpse flower Thorny vegepygmy VegepygmyVegepygmy chief Wood woad
Speak with Plants
Compendium - Sources->Player's Handbook
Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
Locate Animals or Plants
Compendium - Sources->Basic Rules
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
Locate Animals or Plants
Compendium - Sources->Player's Handbook
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
Speak with Plants
Compendium - Sources->Basic Rules
Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
Transport via Plants
Compendium - Sources->Basic Rules
Transport via Plants 6th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 round This spell creates a magical link between a Large or larger inanimate plant within
Transport via Plants
Compendium - Sources->Player's Handbook
Transport via Plants 6th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 round This spell creates a magical link between a Large or larger inanimate plant within
Entangle
Spells
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.A creature
in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to
Druid of the Old Ways
Monsters
Siege Monster. The druid deals double damage to objects and structures.Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.Spellcasting. The
): commune with nature, conjure elemental, scrying6th level (1 slot): transport via plants, wall of thornsQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Pressure Capsule
Magic Items
This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide).
Vine Blight
Monsters
smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can’t constrict another target.Entangling Plants (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Entangling Plants"}. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is
Leshy
monsters
leshy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.Speak with Beasts and Plants. The leshy can communicate with Beasts and Plants as if they
", "rollType":"damage", "rollAction":"Vine-Wrapped Weapons","rollDamageType":"poison"} poison damage (included in the attack).Woodland Stride. Difficult terrain composed of magical or nonmagical plants
Plant Growth
Spells
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.If you cast this spell using 1 action
, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot
Assassin Vine
Monsters
-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be
restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.Cold, Fire
Charm of Plant Command
Magic Items
charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Brackish Trudge
Monsters
. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back.While
Amidor the Dandelion
Monsters
Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them.Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Abi-Dalzim's Horrid Wilting
Spells
’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one
.Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Putrid Haunt
monsters
water, and water plants doesn’t cost the putrid haunt extra movement.Undead Nature. The putrid haunt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +5
living beings in death. They often gather in places tainted by evil deeds.Mossy Islands. When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants
Citrullus
monsters
stage of its life, the citrullus grows from sunlight, water, and the nutrients from decaying animals and plants. Once it reaches a few feet in size, these elements are no longer enough to sustain its
with enchanted fruits and vegetables, local wildlife began eating the magical plants before she could harvest them. Over time, she created a fruit that would defend itself and the other plants against
Ravenala
monsters
Magic Resistance. The ravenala has advantage on saving throws against spells and other magical effects.Woodland Stride. Difficult terrain composed of magical or nonmagical plants doesn’t cost
the ravenala extra movement. In addition, it can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar
Dryad
monsters
with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into
Tendril Puppet
monsters
composed of nonmagical plants doesn’t cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have
Staff of the Woodlands
Magic Items
)barkskin (2 charges)locate animals or plants (2 charges)speak with animals (1 charge)speak with plants (3 charges)wall of thorns (6 charges).You can also use an action to cast the pass
Witherbloom Professor of Growth
Monsters
nature through their magic. They brew infusions of plants, fungi, and insects or other minuscule creatures that thrum with the essence of life, using these infusions to fuel their magic instead of using
traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and
Weeping Treant
monsters
Siege Monster. The weeping treant deals double damage to objects and structures.Speak with Plants. The weeping treant can communicate with plants as if they shared a language.Weep Acid. Thick
Scroll of Protection
Magic Items
Aberrations11-20Beasts21-30Celestials31-40Elementals41-50Fey51-75Fiends76-80Plants81-00UndeadUsing an action to read the scroll encloses
Duskthorn Dryad
monsters
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared
Guardians. Duskthorn dryads use their vines and the plants in their glades to defend themselves. They often call on the aid of forest animals and child of the briar;children of the briar. Occasionally, a
Podling
Monsters
ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.bodytaker plant;Bodytaker plants either capture
The podling abandons the habits and hobbies of the creature it’s mimicking.2The podling lavishes affection on plants and views houseplants with excessive sympathy.3The podling
Lifferlas
Monsters
initials into his body and hang from his boughs, and he’s happy with that.Ideal: “I exist to protect the people and plants of Goldenfields.”Bond: “Children are wonderful. I
Vine Lord
monsters
(Medicine) check. A Humanoid slain by this disease rises 24 hours later as a tendril puppet under the vine lord’s control.Woodland Walk. Difficult terrain composed of plants doesn’t cost
the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.Multiattack. The