When the emerald is planted below a naturally occurring surface, and the moss is sprinkled on top, grass, trees and flowers (or plants native to the biome) begin to rapidly grow and blossom in a 15 foot radius. When the spell is cast, you can designate a number of creatures, up to 8, that gain the benefits of this spell. Each creature designated will have a bed of moss to rest on.
Additionally, when the grove is summoned, roll a d12. One of the following creatures will appear inside the grove. The creature had one hit point and will run from fights if attacked. The caster has a telepathic link with the creature, per the find familiar spell, while they are both within the grove.
d12:
1. Pseudodragon
2. Owlbear Cub
3. Monkey
4. Badger
5. Bear
6. Cat
7. Deer
8. Elephant
9. Reptile
10. Awakened Plant (roll a d2, if 2: Treant)
11. Rodent
12. Wolf
The designated creatures within are immune to being charmed while in the grove for the duration. Taking a long rest within the grove gives players several benefits. They are cured of any poison or disease that they may have. When your rest is finished you gain 2d10 temporary hit points for the next 24 hours.
Once the spells duration is finished, the grove remains, and if the area around rhe grove is fertile, the plant life slowly spreads within a one mile radius.
* - (A pinch of moss, an emerald worth 250gp (which yhe spell consumes))






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