Spike Growth 5E Spell In DnD

  • Level: 2
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 150 ft
  • Attack(save): None
  • Damage(effect): Control
  • School: Transmutation
  • Duration: Concentration, up to 10 minutes

Spike Growth 5e

In Spike Growth 5e spell, the ground which is in the distance of 20-foot radius centred within a range twist and will sprout hard spikes and also thorns and this area will become very much difficult terrain for the duration. The creature will take 2d4 piercing damages for every 5 feet whenever the creature moves into the area or within the area for every 5 feet wherever it has travelled.

To look natural the ground will transform into camouflaged. Here any creature which can not see the area at the time of the spell is casting that must make a wisdom and check this against your spell save DC to recognize the terrain like hazardous before it is entering.

Attributes Of dnd Spike Growth 5e

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

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Spike Growth 5e

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