Spike Growth D&D 5th Edition

  • 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.

Check Out: 

Confusion Spell

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.

Spike Growth 5e

Cleric Spells | Bard Spells | Druid Spells | Paladin Spells | Ranger Spells | Sorcerer Spells | Warlock Spells | Wizard Spells |

Speak Your Mind