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Spike Growth - DnD 5e stats

Spike Growth

  • Casting Time: 1 action
  • Classes: Druid, Ranger
  • Components: V S M
  • Concentration: Yes
  • Duration: Up to 10 minutes
  • Level: 2
  • Material: Seven sharp thorns or seven small twigs, each sharpened to a point
  • Name: Spike Growth
  • Range: 150 feet
  • School: Transmutation
  • Target: A 20-foot radius centered on a point within range

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

The SendingStone review

Spike Growth is a useful spell for druids and rangers looking to control the battlefield. It has a decent casting time of one action and a concentration duration of up to 10 minutes, providing a great opportunity to control and manipulate the battlefield. The material component is also easily obtainable, requiring seven sharp thorns or small twigs. Spike Growth deals damage to creatures who move through the area, creating a hazardous environment and potentially deterring foes from advancing or forcing them to take damage. Moreover, its area of effect lasts for the spell's full duration, making it a great spell for area control. Overall, Spike Growth can be a versatile and effective spell for druids and rangers in a variety of scenarios.

Spike Growth is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Spike Growth Pathfinder edition. Want to use Spike Growth in a VTT (virtual tabletop)? Try out SendingStone for free today!

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