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Returning 35 results for 'charge with plants'.
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charmed with points
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charges with planes
Magic Items
Dungeon Master’s Guide (2024)
.
Spell
Charge Cost
Animal Friendship
1
Awaken
5
Barkskin
2
Locate Animals or Plants
2
Pass without Trace
2
Speak with Animals
1
Speak with Plants
3
Wall of Thorns
6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree
Monsters
Vecna: Eve of Ruin
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.Multiattack. The dryad makes two Poisonous Thorn attacks and
dryads are immune to this toxic bog’s deleterious effects.
A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad
Magic Items
Ghosts of Saltmarsh
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.
Magic Items
Out of the Abyss
with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of
the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Staff of the Woodlands
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
)
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
charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution
or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
worn around the neck or attached to a belt. This charm has 3 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. Tammeraut’s Fate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
worn around the neck or attached to a belt. This charm has 3 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. Tammeraut’s Fate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of
, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or
it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or
it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of
, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak
with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak
with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak
with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak
with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be
consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be
consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
where it failed to protect its charge. When a dryad transforms into a deadbark dryad, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain
magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.
Actions
Multiattack. The dryad makes two Poisonous Thorn attacks and one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
where it failed to protect its charge. When a dryad transforms into a deadbark dryad, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain
magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.
Actions
Multiattack. The dryad makes two Poisonous Thorn attacks and one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror’s hooked limbs give it excellent purchase on rock surfaces, and these creatures use their
to flee.
Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan’s hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan’s home caverns.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror’s hooked limbs give it excellent purchase on rock surfaces, and these creatures use their
to flee.
Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan’s hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan’s home caverns.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi
feet. Fey. Your creature type is fey, rather than humanoid. Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi
feet. Fey. Your creature type is fey, rather than humanoid. Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
when it comes to running Port Nyanzaru, so unless a meeting is being held to discuss city business, the delay is just a tactic to underscore who’s in charge. If the characters have interesting news
concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaurus meat, and all the other riches of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chwinga A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to
your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chwinga A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to
your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
marine-animal carcasses and swamp plants, making the area difficult terrain. When the Wash is high, creatures can swim across the lake, but there is a 50 percent chance they are attacked by a swarm of
charge of the camp. Zirrok rarely leaves it. The hut is guarded by two sivak draconians (see appendix B). Inside is a cot, a desk, and an ornate chest. Desk. The desk is covered in Dragon Army reports. A
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the restoration and subsequent fall of that fabled city. Even where stone is employed in construction, ivy and other living plants grow through, over, or around most structural elements, giving most of
knowledge anywhere in the world, but in the end, that place represents accumulation for its own sake. Silverymoon is where study and wisdom are honored. If your charge is to translate an ancient tome in a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the restoration and subsequent fall of that fabled city. Even where stone is employed in construction, ivy and other living plants grow through, over, or around most structural elements, giving most of
knowledge anywhere in the world, but in the end, that place represents accumulation for its own sake. Silverymoon is where study and wisdom are honored. If your charge is to translate an ancient tome in a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
when it comes to running Port Nyanzaru, so unless a meeting is being held to discuss city business, the delay is just a tactic to underscore who’s in charge. If the characters have interesting news
concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaurus meat, and all the other riches of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
marine-animal carcasses and swamp plants, making the area difficult terrain. When the Wash is high, creatures can swim across the lake, but there is a 50 percent chance they are attacked by a swarm of
charge of the camp. Zirrok rarely leaves it. The hut is guarded by two sivak draconians (see appendix B). Inside is a cot, a desk, and an ornate chest. Desk. The desk is covered in Dragon Army reports. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
common magic item to which anyone can attune. While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and edible plants. A massive oak tree, the only oak in this region, looms above the rest of the forest. Among the undergrowth, shamrock plants thrive.
The leprechauns in area G1 often roam this
separated. The Gardener heard their lamentations, and when Caerwyn and Porphura approached the archfey to take charge of the domain, the Gardener stole Sonna and Yvra’s trees from their jailers and planted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
common magic item to which anyone can attune. While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door