Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call forth a nature spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Nature Spirit stat block. When you cast the spell, choose the creature’s form: Floral, Arboreal, or Fungal. The creature resembles a bipedal plant of the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Nature Spirit

Armor Class 11 + the level of the spell (natural armor) + 2 (Arboreal only)

Hit Points 25 + 5 for each spell level above 2nd

Speed 20 ft; climb 20ft.

STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
4 (−3)
WIS
14 (+2)
CHA
(−2)

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Pollen Haze (Floral Only). The plant is surrounded by a 5-foot-radius cloud of pollen. Any allied creature that enters the area for the first time on a turn or starts its turn there regains hit points equal to 1d4 + this spells level. In addition, attacks made against allied creatures in this area are made at disadvantage.

Necrotic Spores (Fungal Only). The plant is surrounded by a 5-foot-radius cloud of spores. Any creature, other than you, that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw against your spell save DC, taking 1d10 + this spell’s level necrotic damage on a failed save, or half as much on a successful save.

False Appearance. While the plant remains motionless, it is indistinguishable from a normal flower, shrub or mushroom.

Actions

Vine Spear (Arboreal only). Each creature in a 15-foot line must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d6 + this spell’s level piercing damage and, if it is Medium or smaller, it is grappled until the start of the plant’s next turn. On a successful save, a creature takes half as much damage and isn’t grappled.

* - (a seed incased within a 200 gp hunk of amber)

Spell Tags: Summoning

Available For: Druid (Legacy) Ranger (Legacy)

Grimit

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