Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.
Spike Growth turns a stretch of ground into a shredder. The area becomes difficult terrain, and creatures take piercing damage for every 5 feet they move through it. The spikes are camouflaged, so noticing them may require a Perception check.
This Spike Growth 5E guide covers placement, forced movement combos, and concentration.
Spell Level: 2nd
Spell Type: Transmutation
Casting Time: 1 Action
Range: 150 feet
Component Requirements: Verbal, Somatic, Material (seven thorns)
Duration: Concentration, up to 10 minutes
Class: Druid, Ranger
How does Spike Growth work?
Choose ground you can see within range (typically a 20-foot radius). The ground twists into hard spikes:
- Difficult terrain
- 2d4 piercing damage per 5 feet of movement through the area
- Camouflaged to look natural (Perception vs your spell save DC in many prints)
Best combos
- Push/pull enemies in with Thunderwave-style effects, Grapples, or Repelling Blast
- Hold a choke point so melee must walk the long way
- Pair with Entangle-style lockdowns when available
Frequently Asked Questions
Does flying ignore it?
Creatures not walking the ground usually ignore ground spikes. Flyers laugh; walkers cry.
Does it damage allies?
Yes if they walk through it. Place carefully.
Is it better than Spike Growth alternatives?
For Rangers who need a control concentration spell that is not Hunter's Mark, Spike Growth is a top pick for outdoor maps.