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Spike Growth2nd-level Transmutation · Concentration

A 2nd-level transmutation spell for druids and rangers. Requires concentration, up to 10 minutes.

Level
2nd
School
Transmutation
Casting Time
1 action
Range
150 feet
Duration
Conc.

The card

Spike Growth

2nd-level Transmutation

Spike Growth

Casting
1 action
Range
150 feet
Duration
Concentration

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

Available toDruidRanger

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Add Spike Growth to a Character

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The Forge

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Forge a Druid with Spike Growth

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.

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