Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'Commune/COmmune with Nature'.
Other Suggestions:
command command with nature
common common with nature
command commune with nature
commune command with nature
command common with nature
Spells
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
Spells
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 The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.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
Compendium
- Sources->Player's Handbook
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
Compendium
- Sources->Basic Rules
Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy
Compendium
- Sources->Basic Rules
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
function where nature has been replaced by construction, such as in dungeons and towns.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
Compendium
- Sources->Player's Handbook
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
function where nature has been replaced by construction, such as in dungeons and towns.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
monsters
animals, purge contamination*, sleet storm
4th level (3 slots): ice storm, polymorph, wall of fire
5th level (3 slots): commune with nature, cone of cold, greater restoration
6th level (1 slot
monsters
following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At will: entangle, speak with animals, speak with plants
1/day each: commune with nature (as an action), detect magic
, disguise selfLike giant priests of Hiatea, firbolgs who serve her fall into two distinct roles that parallel Hiatea’s dual nature. At home, primeval wardens tend the hearths and tutor the young
Monsters
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.Multiattack. The
: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and goodA pari is an angelic harbinger gifted with foresight
Monsters
): commune with nature, conjure elemental, scrying
6th level (1 slot): transport via plants, wall of thornsQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
Monsters
, pass without trace, speak with animals
1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)A xenophobic, moss-covered treant named Turlang.Bludgeoning, PiercingFire
monsters
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
Monsters
, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Korred
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
At will: commune with nature, meld into stone, stone shape
1/day each: conjure
Monsters
, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
monsters
/day: commune with nature (as an action)The wise and ancient treefolk thrive in the depths of Eldraine’s forested wilds. Though many treefolk rival members of the high fae in age, they rarely
monsters
Construct Nature. The algorith doesn’t require air, food, drink, or sleep.
Immutable Form. The algorith is immune to any spell or effect that would alter its form.Multiattack. The algorith
ability (spell save DC 16):
At will: bless, detect magic, dimension door, dispel magic
1/day each: commune (as an action), wall of forceSometimes called folding angels, algoriths are lawful beings
monsters
, requiring no material or somatic components and using Charisma as the spellcasting ability (save DC 14):
At will: animal messenger, message
3/day each: sending, suggestion
1/day: commune (as an action
its tusks.
Planar Messengers. Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted
Monsters
and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
monsters
, lesser restoration
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots): freedom of movement, ice storm
5th level (2 slots): commune with nature, tree stride
6th
tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only
monsters
, “Tall Zappo-Zappo”). There, they conduct strange rituals to commune with an entity they call the Eye of the Storm—and with every ritual, their power grows.
However, the Eye of the
Monsters
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature. A radiant idol doesn't require food, drink, or sleep.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto's irresistible danceKorreds are secretive creatures that have strong ties to earth and stone. They prefer to
Monsters
spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel
monsters
chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10;{"diceNotation":"1d10+10","rollType":"roll
Monsters
, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.Multiattack. The solar makes two greatsword attacks
monsters
apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or
monsters
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this
Classes
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things
monsters
with dead, spirit guardians
4th (3 slots): banishment, death ward, divination
5th (3 slots): commune, flame strike, greater restoration, scrying
6th (2 slots): heal, word of recall
7th (2 slots
it takes any damage.
Divine Intervention (1/ week). Lucretia Mathias calls on the Sacred Flame for aid. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain
backgrounds
I needed to commune with nature, far from civilization.
7
I was the caretaker of an ancient ruin or relic.
8
I was a pilgrim in search of a person, place, or relic of spiritual
changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
Monsters
, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
Monsters
spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical