HomeD&D Spells

Spike Growth 5E Guide

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.