spike growth 5e

Spike growth 5e

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Spike growth 5e

The shrill shrieks of the harpies echoed through the narrow canyon as our party desperately tried to escape their ambush. Their songs compelled half our group to jump off the cliffside to their deaths before we even knew what was happening. Just when it seemed we would share the same gruesome fate, our druid called upon the power of nature itself. Their horrid singing turned to wails of agony as they tried to fly through the spiked terrain. One by one they fell bloodied and lifeless to the ground. With that, our druid smiled knowingly and ended his concentration on the spell. We had just witnessed the awesome might of Spike Growth. The spell that saved us from the harpy ambush can elevate your gameplay to unimaginable heights, once you unlock its true potential. So prepare yourself for a journey into the heart of primal magic, where balance between life and death hangs by the thorns. This is your definitive handbook for total domination through Spike Growth. The ground in a 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. So in summary, Spike Growth blankets a significant portion of the battlefield in painful spiked terrain that damages anyone trying to move through it. Spike Growth punches far above its weight class.

Here are some key details:.

Casting Time: 1 action Range: 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 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 must make a Wisdom Perception check against your spell save DC to recognize the terrain as hazardous before entering it. Toggle navigation 5th Edition SRD.

Spike Growth is a 2nd-level offensive control spell belonging to the Druid and Ranger spell lists. Components: V, S, M seven small twigs or seven sharp thorns, each sharpened to a point. The grounds in a foot radius centered on a point within range will twist and sprout hard spikes and thorns. The area becomes challenging terrain for the duration. When a creature decides to move into or within the area, it will take 2d4 piercing damage for every 5 feet it travels.

Spike growth 5e

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Meteor terraria

Sign In. I think we apply damage as the space is left though? Most spells require upcasting to reach this damage potential. The Dao Genie patron provides Spike Growth at 3rd level, fitting the earth theme. Last edited by stoutstien; at AM. Not a big deal. Save DC: The number enemies need to equal or roll over on a saving throw to resist or avoid certain spell effects. Horizon Walkers also get it at 5th level. There are several reasons why it is regarded as a top-tier pick:. Don't care if it means the spacial metric is kinda odd.

The transformation of the ground is camouflaged to look natural. Casting Time: 1 action Range: feet Components: V, S, M seven sharp thorns or seven small twigs, each sharpened to a point Duration: Concentration , up to 10 minutes School: 2nd-level transmutation.

How high above the surface on which spike growth is cast must a creature be moving to avoid the damage? Just a simple cantrip like Thorn Whip can drag enemies across the spikes for big damage. Crowd Control: Cast on rowdy crowds or in front of pursuing enemies to safely disperse them without fatal harm. Still triggers Spike Growth damage. Concentration: Maintaining focus on a spell with a duration to keep it active. Dive in now! Circle of the Land Druids gain access to Spike Growth at 3rd level when choosing the Underdark terrain. Place it on top of traps, difficult climbs, or dangerous environmental features to block access. Herding: Carefully position Spike Growth to steer dangerous creatures like stampeding beasts toward or away from locations. There is no attack roll or saving throw needed for this damage. Spike Growth 2nd-level transmutation Casting Time: 1 action Range: 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 foot radius centered on a point within range twists and sprouts hard spikes and thorns. No, the spikes explicitly affect the ground itself, so underground movement would still take damage. As long as you can justify the "arc" of pulling him ten feet up at an angle as making him land 10 feet away, though, if we use the "eitehr entering or exiting, but not both" rule of thumb, you can probably get both five foot increments' worth of damage out of pulling him from anywhere that is horizontally more than ten feet away. Roll20 uses cookies to improve your experience on our site. Very few enemies in the books cast spells drawn from the druid list, and even fewer from the ranger list, whereas PC rangers and druids aren't all that rare.

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