Skip to main content

Speak with Plants

Transmutation
Level: 3rd-level
Casting Time: 1 action
Range: Self
Duration: 10 minutes
Components: V, S

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 the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as 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 and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant 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.

Spell Details

School: Transmutation
Level: 3
Ritual: No
Concentration: No
Classes: Bard, Druid, Ranger
B-Tier Excellent for reconnaissance and roleplay but limited combat application due to plants' immobility and lack of offensive capability.

Player Guide

Use this spell primarily for gathering intelligence about recent events in an area, as plants can describe what they've witnessed over the past day. Position yourself safely while questioning plants about enemy movements, ambushes, or hidden locations before committing to combat. Combine with area control spells to maximize the spell's utility, and remember that plants can follow simple commands like releasing grappled allies or creating difficult terrain through their growth.

DM Tips

Limit plant communication to simple concepts and recent events (24 hours) to prevent easy solutions to puzzles. Consider that plants in dungeons or urban areas may provide no useful information, making the spell situational rather than universally powerful.