Animate Plants (5e Spell)

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Animate Plants
7th-level transmutation
Casting time: 1 action
Range: 60 feet
Components: V
Duration: 8 hours


You imbue plants with mobility and a semblance of life. Choose up to eight nonmagical plants within range; Large plants count as two targets, and Huge plants count as four. You can't animate any plant larger than Huge, or target plant creatures. Each target plant animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points, after which it reverts to its original plant form. A creature animated this way gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the animated plant, such as the statistics for the awakened shrub or the awakened tree.

The animated plants are friendly to you and your companions. In combat, the group of animated plants shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can mentally command any creature you animated with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. Once given an order, the creature continues to follow it until its task is complete. If you issue no commands, the creature takes the Dodge action and uses its move to avoid danger.

At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can animate two additional plants for each slot level above 7th.

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