Summon Plant (5e Spell)
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5th-level Conjuration | |
Casting time: | 1 action |
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Range: | 90ft |
Components: | V, S, M (a gold dipped rose, worth at least 500 gp) |
Duration: | Concentration, up to 1 hour |
You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a growth pattern: Flower, Vine, or Tree. The creature resembles a bipedal form made of the chosen growth, 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.
Plant Spirit[edit]
Large plant, Armor Class 13 + the level of the spell (natural armor) + 2 (Tree Only)
Damage Vulnerabilities fire Bramble Body (Flower Only). A creature that touches the spirit or hits it with a melee attack takes 1d8 piercing damage. False Appearance. While the spirit remains motionless, it is indistinguishable from a normal plant. ACTIONSMultiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Slam (Tree Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 4 + the spell's level bludgeoning damage. Thorn Shot (Flower Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d8 + 4 + the spell's level piercing damage. Vine Whip (Vine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d10 + 4 + the spell's level slashing damage, and if the creature is Huge or smaller, it is pulled up to 10ft closer to the spirit. Spore Cloud (1/Day). Each creature within 20ft the spirit must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage and become poisoned for the next minute. A creature takes half damage and is not poisoned on a success. A creature may repeat the save at the end of its turn to end the effect.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
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