Plant Growth 5e (5th Edition) in D&D

Plant Growth spell channels vitality into plants within a selected area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose some extent within range. All normal plants during a 100-foot radius centered thereon point become thick and overgrown. A creature moving through the world must spend 4 feet of movement for each 1 foot it moves.

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Plant Growth 5e – Detailed Information

Casting Time1 action or 8 hours
ClassesBard, Druid, Ranger
ComponentsV S
NamePlant Growth
Range150 feet
TargetPlants within a specific area

You can exclude one or more areas of any size within the spell’s area from being affected. All plants which are within the half-mile radius centered on the purpose within a specific range will become enriched for 1 year. Whenever the traditional amount of food harvested the plant will yield twice the normal amount of food harvested.

There are some FAQ

Q1: Can Plant Growth be repeatedly sewed an equivalent area to exponentially increase the yield of harvests there (more than twice)?

Ans: Importantly, the direct effect of the spell is to complement the land and therefore the plants growing thereon, to not double the harvest. The primary time you cast the spell, the plants within the radius become enriched.

Q2: Does it potentially restrict LOS by providing cover with all this new plant life?

Ans: Yes. It’s technically not Difficult Terrain, so you’re right. Freedom of Movement doesn’t work against Plant growth also because Plant Growth doesn’t reduce a target speed, it makes them spend more speed for every foot moved.

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