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Returning 35 results for 'plants are and his common'.
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Spells
Player’s Handbook
.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about
Backgrounds
Guildmasters’ Guide to Ravnica
Sylvan
Equipment: A Selesnya insignia, a healer’s kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Conclave’s Shelter
As a
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Magic Items
Waterdeep: Dungeon of the Mad Mage
expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).
Sentience. The sword
understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.
Personality. Tearulai admires great beauty, music
Magic Items
Acquisitions Incorporated
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn.
Speak with Plants
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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
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
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pressure Capsule Wondrous item, common 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pressure Capsule Wondrous item, common 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vine Blight Brian Valeza Left to Right: Vine Blight, Tree Blight, and Needle Blight Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to
flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes. Unlike most other blights, vine blights can speak. They do so rarely, typically only to convey
magic-items
Dungeon Master’s Guide (2024)
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering
, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can’t speak
Challenge 1/4 (50 XP)
Actions
Claws. Melee Weapon Attack: +3
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering
, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can’t speak
Challenge 1/4 (50 XP)
Actions
Claws. Melee Weapon Attack: +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vine Blight Brian Valeza Left to Right: Vine Blight, Tree Blight, and Needle Blight Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to
flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes. Unlike most other blights, vine blights can speak. They do so rarely, typically only to convey
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Vine Blight Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their
. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Vine Blight Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their
. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
write Common and Goblin. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your
spellcasting class. Mark of Finding Spells Spell Level Spells
1st faerie fire, longstrider
2nd locate animals or plants, locate object
3rd clairvoyance, speak with plants
4th divination, locate creature
5th commune with nature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
+4, Stealth +5
Gear Component Pouch
Senses Passive Perception 13
Languages Bullywug, Common, Sylvan
CR 4 (XP 1,100; PB +2)
Traits
Amphibious. The bullywug can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
+4, Stealth +5
Gear Component Pouch
Senses Passive Perception 13
Languages Bullywug, Common, Sylvan
CR 4 (XP 1,100; PB +2)
Traits
Amphibious. The bullywug can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
can speak, read, and write Common and Goblin. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell
list of your spellcasting class. Mark of Finding Spells Spell Level Spells 1st faerie fire, longstrider 2nd locate animals or plants, locate object 3rd clairvoyance, speak with plants 4th divination, locate creature 5th commune with nature
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
write Common and Goblin. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your
spellcasting class. Mark of Finding Spells Spell Level Spells
1st faerie fire, longstrider
2nd locate animals or plants, locate object
3rd clairvoyance, speak with plants
4th divination, locate creature
5th commune with nature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
can speak, read, and write Common and Goblin. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell
list of your spellcasting class. Mark of Finding Spells Spell Level Spells 1st faerie fire, longstrider 2nd locate animals or plants, locate object 3rd clairvoyance, speak with plants 4th divination, locate creature 5th commune with nature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles. Needle Blight
−3 −3
Wis 8 −1 −1
Cha 3 −4 −4
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but can’t speak
CR 1/4 (XP 50; PB +2
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Skills Nature +3, Perception +8, Survival +8
Senses passive Perception 18
Languages Common, Druidic
Challenge 7 (2,900 XP)
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 druid is a 12th-level Gruul spellcaster. Its spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles. Needle Blight
−3 −3
Wis 8 −1 −1
Cha 3 −4 −4
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but can’t speak
CR 1/4 (XP 50; PB +2
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Twig Blight This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants. Twig Blight
Small plant, neutral evil
Armor Class
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but doesn’t speak
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neck. He speaks Common, Giant, and Giant Owl. He has Wisdom and Charisma scores of 16 (+3) and gains the Spellcasting action option described below. Spellcasting. Storvald casts one of the following
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears