Spike Growth
Spike Growth is a level 2 transmutation spell in D&D 5e (2024 rules), available to the Druid, Ranger. Casting time: Action. Range: 150 feet. Duration: Concentration, up to 10 minutes.
- Level
- Level 2
- School
- Transmutation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S, M
- Duration
- Concentration, up to 10 minutes
M (seven thorns or seven small twigs, each sharpened to a point)
Description
The ground in a 20-foot-radius circle 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.
Classes that can cast Spike Growth
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