Force of Nature

3rd-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: VSM (a leaf)
Duration: (C) 1 hour

You reach out with ancient magics to temporarily enchant trees, plants, and other wildlife to uproot themselves and serve as your allies. When you cast this spell, choose one of the following options:
  • One plant creature of challenge rating 2 or lower
  • Two plant creatures of challenge rating 1 or lower
  • Four plant creatures of challenge rating 1/2 or lower
  • Eight plant creatures of challenge rating 1/4 or lower
The types of creatures that can be animated depends on the foliage in the area--trees can become awakened trees, fungus can become myconids, and so on. Each plant wilts and dies when it drops to 0 hit points. When the spell ends, the plants will root in place, unless the spell ends naturally, upon which the plants will attempt to return to where they grew. The animated plants are friendly to you and your companions. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the challenge rating of the creatures summoned increases by one step for every two slot levels above 3rd. For example, the spell summons one creature of challenge rating 3 or lower, two creatures of challenge rating 2 or lower, four creatures of challenge rating 1 or lower, or eight creatures of challenge rating 1/2 or lower when cast at 5th level.

Source: Homebrew