Game Guides

Spike Growth 5E Guide

Spike Growth 5E guide: difficult terrain, piercing damage per 5 feet, camouflage, concentration control for Rangers and Druids.

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.