Spike Growth2nd-level Transmutation · Concentration
A 2nd-level transmutation spell for druids and rangers. Requires concentration, up to 10 minutes.
The card
Spike Growth
2nd-level Transmutation
Spike Growth
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
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 can make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Bringing it to the table
Usage
Take it to the table
Add Spike Growth to a Character
Pick one of the classes that gets it — level and the rest fill themselves in.
The Forge
Forge a character with Spike Growth
Choose a class that gets this spell. The forge builds the character around it.
Druid · level 3 · pre-filled
Counsel
Spike Growth, Answered
What level spell is Spike Growth in 5e?
Spike Growth is a 2nd-level transmutation spell, so casting it costs a 2nd-level slot or higher.
What classes can cast Spike Growth?
Spike Growth appears on the druid and ranger spell lists in the SRD.
Does Spike Growth require concentration?
Yes. Spike Growth requires concentration (up to 10 minutes), so it ends if you cast another concentration spell, or if you fail a Constitution save after taking damage.
Put It In A Spellbook
Pick a class, and forge the character that casts it. Your first is free.
Forge the character



