D&D 5e Summon Plant Spell: A Nature-Themed Companion for Druids and Rangers
- Apr 24
- 3 min read

Like something straight out of The Lord of the Rings or The Hobbit, where towering Ents awaken and march into battle, the idea of commanding living plants in combat captures a unique kind of fantasy power. In tabletop roleplaying games like Dungeons and Dragons 5e, summon spells already let players call beasts and fiends to their side—but the absence of plant-based summons leaves a noticeable gap, especially for nature-focused classes.
When playing tabletop (TTRPG) games, I’ve always been drawn to the concept of summon spells in Dungeons and Dragons 5e (D&D/DND), as they allow players to bring various monsters into the fray to fight alongside them. There are already several summon spells, like Summon Beast and Summon Fiend, but some creature types are still missing. One that stands out is a plant-based summon, which would be particularly fitting for druids and rangers.
To address this gap, I designed a level 2 summon monster spell, similar in power to Summon Beast. I chose level 2 because there is currently only one other summon spell at that level, while levels 3, 4, and 5 offer many more options.
In designing this spell, I aimed to differentiate it from Summon Beast. One key distinction is its base Armor Class (AC) of 16, reflecting the idea that a tree would be sturdier than a typical animal. The summoned plant creature is also slower, with a movement speed of 20 feet, emphasizing its rooted, deliberate nature. However, it compensates with a 10-foot reach, allowing it to strike enemies at a distance and effectively extend its threat range.
For damage, I selected 2d6 (averaging 6 damage), which feels appropriate for the force of a tree’s strike and makes it stronger than a typical beast attack, such as a 1d8 bite or claw (averaging 4 damage).
From a gameplay perspective, this spell appears balanced overall. It includes a grapple and restrained feature, which may be slightly strong, but this effect is limited to once per turn. As a result, it should remain manageable while still offering tactical value. Overall, this spell would be a strong thematic and mechanical addition for druids and rangers.
Summon Plant Spell Description:

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range, taking on a corporeal form that uses the Plant Spirit stat block. When you cast the spell, choose a plant type: Tree, Flower, or Fungus. The creature resembles a plant of your chosen type that is native to its environment, 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, it shares your initiative count but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its movement to avoid danger.




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