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Returning 35 results for 'grow commune learn'.
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Spells
Player’s Handbook
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
Monsters
Planescape: Adventures in the Multiverse
(the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, steeders prowl the depths of the Underdark. Female steeder;Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk
intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/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
.
“Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Bludgeoning, PiercingFireOaken Boon. The treefolk blesses one creature other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than male steeder;males, and the female often devours the male after breeding. Numerous Underdark folk
intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
they’re just as likely to prey on mind flayer;mind flayers as on anything else.
Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow
always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of.
Monsters
Fizban's Treasury of Dragons
to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos
dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2
A young amethyst dragon and a githzerai zerth travel together, learning
Monsters
Fizban's Treasury of Dragons
understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive
. The dragon adds a feather to a necklace for each harpy slain.
4
A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon.
5
A
Monsters
Fizban's Treasury of Dragons
you do … or than any of your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is possible—including
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .
“Tanis?” said Flint hesitantly as the man
about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven
feats
Ignan.
You learn the produce flame cantrip. Charisma is your spellcasting ability for this spell.
As a bonus action, you can strengthen the power of your flames. The next time you deal fire damage
can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
Elf Names
Elves are considered children until they declare themselves adults, some
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
racial pride and actually treat you like an equal, you can learn a lot from them.”
Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your
, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
spell doesn’t function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell’s area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
spell doesn’t function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell’s area
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
soldiers
5
Crypsis Project, focused on intelligence and counterintelligence
6
Independent research in a new area
Feature: Researcher
When you attempt to learn or recall a magical or
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exploration of the building. As the party initially surveys the house, it manifests subtle hauntings. The characters are then invited to participate in the first of several séances, allowing them to commune
with the spirits of the house. Depending on the spirit summoned during the séance, the characters learn about one of the tragedies that transpired in the house. Additional séances and discoveries
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Teles a few hours later. SEEKING HIGHER KNOWLEDGE
As they try to learn more about the affliction that has befallen them, the characters might use magic such as commune, divination, or legend lore
Crowns.
Haven of the Red Quill. When the characters learn the name of the ancient library beneath the fallen city of Delimbiyran, commune and divination return no information regarding the site
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
violates the unicorn’s alignment, the unicorn immediately vanishes.
You grow a unicorn horn.
10
A specialized clockwork compass floats in front of you. You can name one character, place, or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 3: Hemlock Pit Although Jarme’s murderous actions were controlled by the Whisperer, no clues yet point toward the aboleth. If the characters don’t learn about Mr. Dory’s seemingly suspicious
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters who are hungry and has a spare room if anyone needs to rest. Characters who chat with Rufina learn the following: The mural was painted by Rufina and is an abstraction of San Citlán’s history
(detailed in the “San Citlán” section at the end of this adventure). The altar behind the counter is an ofrenda, a memorial made to commune with the dead during the Night of the Remembered festivities
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
enough to keep the humans afraid of them, but not so much that they eliminate them or drive them off. Similarly, cyclopes who prey on sheep learn never to eat the shepherd. Like the pit of a fruit, a
discarded shepherd will eventually “grow” a new flock to feed the cyclopes. Cyclopes would rather steal the bounty of smaller beings than toil themselves
(STEVE PRESCOTT)
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
after the characters learn the most essential information. If the players persist beyond that point, their efforts prove fruitless, and the librarians or their assistants suggest there is no more they
can learn at this time. The characters can travel with Vizeran, or he provides them with a map and precise directions to guide them to Araj if they want to deal with other matters in the Underdark
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
determine what unwanted revelations you receive. The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the
cast it in this way again until you finish a long rest. Sibyl Piety 25+ Oracle trait You can cast commune as a ritual with this trait. Once you do so, you can’t cast it in this way again until you
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Treefolk “Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Raoul Vitale The wise and ancient treefolk thrive in the depths of Eldraine’s
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, in the case of plant creatures and elementals. A great many members grow up in the guild from childhood and learn their martial skills at the guild’s training grounds. And still more join the guild
has always been troubled. The Living Guildpact is absent, but the Guildpact comes and goes. The Worldsoul has not changed, nor has the will of Mat’Selesnya: the conclave’s main goal is to grow, as it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
placid elven empire of Aerenal and leaving further ruined remnants of fallen Dhakaani goblin kingdoms in their wake. During this migration, they founded the settlements that would grow into the Five
to learn about the flora and fauna of the rest of Khorvaire and beyond 6 A cleric from Karrnath who aspires to learn the arts of necromancy — for the noblest aims, of course 7 A piratical bard from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
Giant’s Power 3rd-Level Path of the Giant Feature When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally






