Dungeons & Dragons Fifth Edition SRD

Spike Growth 5e Spell: Range, Duration, and Rules

Spike Growth is a 2nd-level Transmutation spell for Druid, Ranger. Casting time: 1 action. Range: 150 feet. Duration: Up to 10 minutes.



Spike Growth

2nd-level Transmutation
Casting Time 1 action
Range 150 feet
Components V, S, M (Seven sharp thorns or seven small twigs, each sharpened to a point.)
Duration Concentration, Up to 10 minutes

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.


Area of Effect:
20 ft. cylinder

Classes:
Subclasses:
Lore, Land

Frequently Asked Questions

Who can cast Spike Growth in D&D 5e?

Spike Growth is available to the following classes: Druid, Ranger. It is also available to these subclasses: Lore, Land.

Is Spike Growth a concentration spell in D&D 5e?

Yes, Spike Growth requires concentration and lasts up to Up to 10 minutes.

What level is Spike Growth in D&D 5e?

Spike Growth is a 2nd-level Transmutation spell.

What is the range and casting time of Spike Growth in D&D 5e?

Spike Growth has a range of 150 feet and a casting time of 1 action in D&D 5th Edition.

This resource contains useful selections. You can find the complete documentation here: System Reference Document. (v5.1 2014)