Spike Growth is a 2nd-level offensive control spell belonging to the Druid and Ranger spell lists.
Spike Growth stops enemies in their tracks, puncturing flesh and making them feel helpless.
Casting this spell shows enemies the true force of the spellcasters who walk with nature.
The Player’s Handbook states the following:
Spike Growth 5e
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven small twigs or seven sharp thorns, each sharpened to a point)
Duration: Concentration, up to 10 minutes
The grounds in a 20-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.
The transformation of the ground is camouflaged and looks natural.
Any creature that can’t see the area when the spell is cast must perform a Wisdom (Perception) check against your spell save DC in order to recognize the terrain as hazardous before entering it.
Which Classes Can Pick Spike Growth?
Traditional classes like the Druid and Ranger have access to Spike Growth.
The Druid can unlock their 2nd-level spell slot at level 3, while the Ranger unlocks theirs at level 5.
Subclasses such as the Nature Domain (Cleric), Circle of the Land – Arctic (Druid), Circle of the Land – Mountain (Druid), and The Genie – Dao (Warlock) have Spike Growth on their spell list.
The Nature Domain (Cleric), Circle of the Land – Arctic + Mountain (Druid), and The Genie – Dao (Warlock) unlock and can use this spell at level 3.
Is Spike Growth Good in 5e?
Spike Growth is an excellent spell. It excels at controlling the battlefield, has the potential to deal significant damage, and synergizes well with other spells.
Advantages -Spike Growth
Spells with long range can target areas from a distance without putting the caster at risk of taking damage.
Concentration spells risk being canceled if the caster were to take any damage, so keeping them at a distance is a plus.
Since Spike Growth has 150 feet range, it’s easy for the caster to assist party members far away.
If things look grim, just pop a 20-foot radius of Spike Growth in the area of approaching enemies.
Your party members will have time to regroup or quickly destroy the enemies foolish enough to tread through the spikes.
Spike Growth is a 2nd-level spell, which means a full caster can cast this spell at level 3. A spell like Spike Growth at level 3 completely changes how your party plays the game.
Large groups of enemies become easier to deal with, controlling the battlefield will seem effortless and other damage or control spells would naturally synergize with Spike Growth.
Accessible Material Component
Material components are usually seen as a disadvantage. However, some materials are much easier to come by than others.
All you’ll need for the Material components of Spike Growth is a sharpening item (sword, axe, dagger, etc.) and 7 sharp thorns or twigs.
The easiest would be to find twigs lying around and sharpen them. No merchant required or GP spent, and you’re ready to cast Spike Growth.
Disadvantages – Spike Growth
Enemies can easily cancel concentration spells if they were to damage you. So if you aim to assist your party members, you should be careful of ranged attacks or enemies targeting you.
Always try and stay behind your frontline or be aware of your surroundings. You never know when an enemy could try and sneak up behind you!
Weak Against Ranged Enemies
They usually cower in the back, and using a spell just to deal with a few ranged units could put pressure on your frontline. (E)
How Should I Use Spike Growth?
Pair With Movement Controlling Spells
Spike Growth works best when you use spells that control movement or forcefully displace enemies.
Remember, you can use these displacements to push or pull enemies into Spike Growth.
The spell will not only deal damage, but every 5 feet moved in Spike Growth will also damage. In the end, it adds up to a lot of damage.
Combine With Spirit Guardians
Spirit Guardians are a defensive spell that most enemies wouldn’t want to get close to because of its high damage.
If used by a Cleric, they could keep enemies from leaving Spike Growth. The enemy will have to choose between crossing into the area protected by the Spirit Guardians or taking damage from the spikes.
In most cases taking damage from the spikes is the best option. The only probably is that they’re now stuck. Moving any way will result in them taking damage.
Combine With Entangle or Plant Growth
Spells that keep enemies in one place or slow their movement work exceptionally well.
While Entangle completely disables an enemy’s movement, it allows a ranged member to target a stationary enemy.
On the other hand, Plant Growth slows the speed at which enemies move. It means they spend a long time in between the spikes.
The damage won’t increase, but it’ll take pressure off the frontline.
Frequently Asked Questions
Is Spike Growth Invisible 5e?
The land affected by Spike Growth isn’t invisible; it is merely camouflaged to look natural.
This is why creatures who didn’t see the area at the time of the spell’s casting need to make a Wisdom (Perception) check before entering the area.
Can You Use Dispel Magic on Spike Growth 5e?
Plant Growth doesn’t create magical plants and, therefore, cannot be dispelled.
Spike Growth is a spell players can use or combine with other spells to create deadly outcomes. Because of its low level and its straightforward use, players shouldn’t be scared to start using it.
When you start to use it, you’ll be surprised by how effective it can be. Learning how to work together with your party members and combining spells at a low level will also benefit you at later levels.