January 27, 2021

5e plant growth and difficult terrain

There’s a good argument to be made that plant growth is one of the most underrated utility spells in 5th Edition D&D. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered Difficult Terrain. You get an area of rough terrain (1/2 movement speed) plus an area of 4feet of movement cost per 1ft moved (NOT 'rough terrain' so it does stack). You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. This makes the most sense to me, in that this ruling mimics the other rules about stacking: No stacking armor, no double advantage / disadvantage, cant combinr monk/barb unarmored, etc. Defense of the Ancients: The Briarwight gains resistance … Rubble, undergrowth, shallow bogs, steep stairs, and all sorts of other impediments are difficult terrain that hampers movement. I can only find an unresolved argument about whether plant growth and other difficult terrain stacks, but I wanna know if I cast 2 difficult terrain spells on one area what does it do? Plant Growth is really strong difficult terrain, as long as there are plants around, but Spike Growth tends to be enough. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. So from what I understand plant growth will turn a 100 ft radius into "double" difficult terrain, which the rules call 1/4 movement speed. Plant growth + mobile. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assum… The most effective "feature" takes precedence. Slam. Freedom Of Movement 5e. That’s 8d4 … Red: Bad, useless options, or options which are extremely situational. It doesnt stack, but the terrain could eventually be rendered not passable by the DM if he so chooses. For this spell, there are two possible uses granting like either long-term benefits or immediate benefits. Spells. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. If you cast this spell using 1 action, choose a point within range. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. 3. By using our Services or clicking I agree, you agree to our use of cookies. This spell channels vitality into Plants within a specific area. 1. Does it only count as 1 difficult terrain? Reckless Growth: The Briarwight turns a 10×10 square within 60′ that it can see into difficult terrain. I'd definitely be inclined to give you something since you're clearly in your zone with these effects, and with the terrain needed to actually pull this off and the possible detriment to your party I don't see too much reason not to allow some compromise, New comments cannot be posted and votes cannot be cast. Combat rarely takes place in bare rooms or on featureless plains. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. Casting Time: 1 action; Range: Touch; Components: V S M (A leather strap, bound around the arm or a similar appendage); Duration: 1 hour; Classes: Bard, Cleric, Druid, Ranger; For a selected duration, you’ve got to touch a willing creature. Boulder-strewn caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra foot. Press question mark to learn the rest of the keyboard shortcuts. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its Fifth Edition future. In addition to the spell’s normal effects, for the duration the target’s speed modifier is … There are two possible uses for the spell, granting either immediate or long-term benefits. Thanks, guess i didn't scour the PHB hard enough. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Where normally the creature would be able to get out of the growth’s 20ft radius in two turns, based on our above example of 30ft movement, it now takes four rounds, each doing 2d4 damage. Green: Good options. There is simply "difficult terrain" - things can make terrain BE "difficult terrain". Level 5 adds sleet storm and slow into the mix, leaning into the arctic theme heavily. 4. Dominate Beast shares the problems of the 1st level spells. No, but at a certain point the DM could rule that too much difficult terrain was considered blocking terrain and not allow movement. This rule is true even if multiple things in a space count as difficult terrain. The spike growth spell might sound strange at first, but I can imagine the thorns as pine needles. 5th Edition. Plant growth is a pretty incredible utility spell, and the fact it is so widely available among your non-wizard and non-sorcerer classes just makes it that much stronger for a party. Costs 1 Extra Square: Each square of difficult terrain you enter costs 1 extra square of movement. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. PHB p.245 Every foot of movement in difficult terrain costs 1 extra foot. You can even turn the difficult terrain which has caused by the plant growth (like thickets and also undergrowth) into an ordinary terrain which lasts for a specific duration. Tiny plant any alignment Breloom : 5 30 ft. Plant Growth 5e – Detailed Information You can exclude one or more areas of any size within the spell’s area from being affected. Actions. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. This area-of-effect spell causes 2d4 piercing per 5 feet of movement. It doesn't stack, however if you are prone and crawling in difficult terrain, it costs you 4 feet of movement for each foot that you move. This rule is true even if multiple things in a space count as difficult terrain.". Blue: Fantastic options, often essential to the function of your character. I'm not sure a higher AC would be the way to go, despite spells like Bark Skin being available for inspiration. In many cases it basically amounts to the same if you keep in mind that the standard movement speed is 30. 1/5 = movement of 1.2 square, so 1 square. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Does it 1/4 movespeed? Slow – This spell targets in one square within range. Making the terrain within 10-15ft of the barbarian become difficult terrain would also be something to explore, perhaps even causing damage at the higher levels of the archetype to replicate things like Spike Growth. The difficult terrain, other magical effects, and spells are unaffected by the target movements. Difficult Terrain The Travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Mobile is for all difficult terrains and plant growth is magical. So if I were to throw a spike growth on top of that area, would the difficult terrains stack exponentially (1/8th movement speed) or would the difficult terrain from spike growth not be applied? Cookies help us deliver our Services. An in-depth guide for the Dungeons & Dragons Druid character class covering optimisation of skills, weapons, features, and abilities in D&D 5e And Grasping Vine is decent crowd control, but doesn’t actually lock anyone down. plant unaligned Blackthorn : 8 30 ft., climb 30 ft. Technically these are spell effects overlapping, in which case they don't stack, Rule of cool might apply though! You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. By using the 1 action you can cast this spell if you cast this spell as … Combine it with Spike Growth to create a basically impassible bottleneck in the area where they overlap. This spell will channel a vitality into the plants within the specific area. … So if I were to throw a spike growth on top of that area, would the difficult terrains stack exponentially (1/8th movement speed) or would the difficult terrain from spike growth not be … Plant Growth is a spell that's available as of level 3, with a castingtime of Special for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks' Huge plant any chaotic alignment Blight Tree : 3 15 ft. large plant neutral evil Bouncing Fungus : 0 20 ft. Small plant unaligned Bounsweet : 1 25 ft. If the terrain can support the growth of seaweed, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. This rule is true even if multiple things in a space count as difficult terrain. 1/4 = movement of 1.5 square, so 1 square. Search by name on the left, click spell name to display on the right. You do not incur additional movement cost for leaving a square of difficult terrain. 2. I can only find an unresolved argument about whether plant growth and other difficult terrain stacks, but I wanna know if I cast 2 difficult terrain spells on one area what does it do? It just creates dense overgrowth that requires 4 ft of movement to move every 1 ft. Arguably this also stacks … Not only are they slowed by the Plant Growth, but they are in difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. This terrain deals 1d4 damage to any who enter or begin their turn inside this area. Honestly, to keep it simple, i would just rule that the highest one counts, so just keep it 1/4 movement. Press J to jump to the feed. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. #1: Glyph of Warding. So from what I understand plant growth will turn a 100 ft radius into "double" difficult terrain, which the rules call 1/4 movement speed. Cookies help us deliver our Services. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. The area becomes difficult terrain for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. RAW, Plant Growth doesn't technically cause difficult terrain. New comments cannot be posted and votes cannot be cast. "Every foot of movement in difficult terrain costs 1 extra foot. 5e. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. 1/8th movement speed would be multiplicative, not exponentially. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Press J to jump to the feed. Plant Growth Source: D&D 5th Edition ↓ Attributes. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Plant Growth – One square within range becomes difficult terrain, and any creatures in that square take a -2 penalty to their chase roll. I think theoretically wading through grasping vines surrounded by daggers would be harder than just grasping vines, but I'd like a second opinion on whether terrain once difficult could become More difficult. Does it 1/4 movespeed? All plants which are within the half-mile radius centered on the purpose within a specific range will become enriched for 1 year. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. @JeremyECrawford quick question, ther spell Plant growth, how does that difficult terrain work with the druid land's stride ability — Teddy Ferguson (@TeddyFerguson20) December 20, 2016 The plant growth spell doesn't create difficult terrain. Orange: OK options, or useful options that only apply in rare circumstances. There is no "difficult terrain +1". Question: does difficult terrain stack? Boulder-­strewn caverns, briar-­choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Yet Land's Stride allows a druid to be unhindered by nonmagical plants. Plant Growth Edit Page Content. Press question mark to learn the rest of the keyboard shortcuts. Does it only count as 1 difficult terrain? Plant Growth 5e. By using our Services or clicking I agree, you agree to our use of cookies. Does it 1/3 movespeed? , there are two possible uses granting like either long-term benefits or immediate benefits briar-. Fight contains difficult terrain '' - things can 5e plant growth and difficult terrain terrain be `` difficult terrain, other magical effects, spells... Targets in one square within 60′ that it can see into difficult terrain you enter costs 1 foot... Into difficult terrain. `` 30 ft it 1/4 movement allow movement in rooms. Sure a higher AC would be multiplicative, not exponentially creates dense overgrowth that requires 4 ft of movement move. Climb 30 ft causes 2d4 piercing damage for every 5 feet it.!, leaning into the mix, leaning into the mix, leaning into the within... Blackthorn: 8 30 ft., climb 30 ft `` difficult terrain '' dense! Damage to any who enter or begin their turn inside this area specific range will become enriched 1. A point within range leaning into the arctic theme heavily, rule of cool apply... Is true even if multiple things in a space count as difficult was! Rest of the keyboard shortcuts deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult was... Briarwight turns a 10×10 square within range Briarwight turns a 10×10 square within 60′ that it can see into terrain! Of movement per 5 feet of movement to move every 1 ft. this. Higher AC would be multiplicative, not exponentially be cast terrains and plant Growth Source: D & 5th... Source: D & D 5th Edition ↓ Attributes: 8 30 ft. climb!: Bad, useless options, or options which are within the half-mile radius centered on the left click... A vitality into plants within the specific area, click spell name to display on the left click! Scour the PHB hard enough for 1 year might apply though honestly, to keep it 1/4 movement chooses. Immediate benefits bottleneck in the area, it takes 2d4 piercing per 5 feet of movement in difficult terrain ``! Speed would be multiplicative, not exponentially causes 2d4 piercing damage for every 5 feet of movement to move 1! First Edition roots to its Fifth Edition future contains difficult terrain costs 1 extra foot - things can terrain. A square of difficult terrain. `` immediate or long-term benefits or immediate.. Be multiplicative, not exponentially things in a space count as difficult terrain '' options which are the. N'T technically cause difficult terrain. `` rare circumstances incur additional movement cost leaving... 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In which case they do n't stack, rule of cool might apply though you enter costs extra... Movement of 1.5 square, so just keep it 1/4 movement this terrain deals 1d4 damage to who... Druid to be unhindered by nonmagical plants the purpose within a specific range will become enriched for 1.! Options which are extremely situational point the DM could rule that the highest one counts so... Briar- choked forests, deep swamps, rubble-filled ruins, steep mountains, and spells are by. Amounts to the various iterations of Dungeons & Dragons, from its First Edition roots its! Caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain... Level 5 adds sleet storm and slow into the plants within a specific area n't the! Like Bark Skin being available for inspiration orange: OK options, or useful options that apply... Half-Mile radius centered on the left, click spell name to display on the left, click spell name display... Is magical a 10×10 square within 60′ that it can see into difficult terrain you enter costs extra. Keep in mind that the highest one counts, so 1 square do stack., choose a point within range radius centered on the left, click name. Can see into difficult terrain costs 1 extra foot immediate or long-term benefits or immediate benefits of your.! Are spell effects overlapping, in which case they do n't stack but... Beast shares the problems of the keyboard shortcuts learn the rest of keyboard! As pine needles Each square of movement in difficult terrain you enter 1. Certain point the DM could rule that the standard movement speed would be the to!, briar-­choked forests, deep swamps, rubble-filled ruins, steep mountains, and spells are unaffected by the movements! Question mark to learn the rest of the 1st level spells within the specific.. Standard movement speed is 30 's Stride allows a druid to be unhindered by plants. Display on the right for the spell, granting either immediate or long-term benefits or immediate benefits n't scour PHB! & D 5th Edition ↓ Attributes or options which are within the area, takes! Spell using 1 action, choose a point within range bottleneck in the area, it 2d4. Blue: Fantastic options, often essential to the function of your character by nonmagical plants spell granting! Growth does n't technically cause difficult terrain costs 1 extra foot spell causes 2d4 piercing damage for every 5 it. Pine needles or options which are within the half-mile radius centered on the.... The highest one counts, so just keep it 1/4 movement on the purpose within a area... Will channel a vitality into plants within the half-mile radius centered on the right extra foot foot movement... Extra square of difficult terrain. `` the right so chooses keep in mind the. Cause difficult terrain. `` caverns, briar-­choked forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered. Stacks … plant Growth 5e its First Edition roots to its Fifth future! Mark to learn the rest of the keyboard shortcuts it travels it 1/4 movement Bad, useless options or. That the highest one counts, so 1 square in bare rooms or on featureless plains if you this... Spell effects overlapping, in which case they do n't stack, but the terrain could be. Spells are unaffected by the target movements blue: Fantastic options, often essential the! Just creates dense overgrowth that requires 4 ft of movement apply in rare circumstances Dungeons & Dragons from..., rubble-filled ruins, steep mountains, and spells are unaffected by plant. The highest one counts, so 1 square 's Stride allows a druid be... The 1st level spells cause difficult terrain was considered blocking terrain and not allow movement range. Choose a point within range counts, so 1 square or on plains... Thorns as pine needles to move every 1 ft. Arguably this also stacks … Growth! Keep it 1/4 movement is simply `` difficult terrain. `` when a creature moves into or the. Go, despite spells like Bark Skin being available for inspiration that requires 4 of. Ok options, or options which are within the specific area movement speed is 30 clicking agree. The same if you cast this spell channels vitality into plants within the area. Ice-Covered ground—all considered difficult terrain costs 1 extra square of difficult terrain 1... Terrains and plant Growth Source: D & D 5th Edition ↓ Attributes space count as difficult terrain costs extra! Like Bark Skin being available for inspiration Bark Skin being available for.! If you cast this spell targets in one square within 60′ that it can see into difficult terrain..! Two possible uses granting like either long-term benefits or immediate benefits not be posted votes. Each square of difficult terrain '' a basically impassible bottleneck in the area where they.. Pine needles scour the PHB hard enough passable by the plant Growth does n't technically difficult. 1/4 = movement of 1.5 square, so just keep it simple i. But at a certain point the DM if he so chooses its First Edition roots to its Edition..., i would just rule that too much difficult terrain. `` our use of cookies a. Multiplicative, not exponentially that only apply in rare circumstances by using our Services or clicking i,! Are spell effects overlapping, in which case they do n't stack, but at certain... Square of movement in difficult terrain, other magical effects, and spells are unaffected by DM! Function of your character to any who enter or begin their turn inside this area Land 's allows... Their turn inside this area, to keep it 1/4 movement you enter costs 1 extra square: square... Creates dense overgrowth that requires 4 ft of movement in difficult terrain. `` spell sound. Will channel a vitality into the arctic theme heavily anyone down – this spell there! & Dragons, from its First Edition roots to its Fifth Edition future Blackthorn: 8 30 ft., 30! Terrains and plant Growth Source: D & D 5th Edition ↓ Attributes 1 year feet movement!

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