D&D 5E Experiences with Plant Growth?

Dausuul

Legend
So, my bard just got access to 3rd-level spells. One of my new spells will likely be a big action denial effect (hypnotic pattern or fear), but I was looking at options for the other one and happened to notice plant growth.

I did not realize how big a punch that spell packs in combat. It makes doubly-difficult terrain (one-quarter speed) in a 100-foot radius (!) at 3rd level. You can leave paths open for your allies. And it's permanent, no concentration!

So, my question: Has anyone used it in play as a combat spell? If so, how useful did you find it? What did you use it for? I can make up white room scenarios all day, but I'd like to hear real play experience if anyone has it.
 

log in or register to remove this ad

Players have not taken it, but once a monster shaman cast it to block the PCs from sneaking around one side. The players thought it had a duration of a minute or something, but it says permanent. I also had it cast so that the BBEG was in the middle of a 10ft 'hall' allowing him to block to lane and protect the casters behind him.

There was a problem with movement where 30ft does not divide by 4 that well. A PC with 6 squares can not move 1.5. There was a bit of arguing about allowing 1 square this round and then 2 next round. We ended up going with 1/3rd movement to allow PCs to move 2 squares each round. I also allowed a fireball to clear some of the squares totally.
 


I have only had a player's druid cast it to help a village they rescued from an evil cult whose population had dwindled have abundant crops for the next season.
 

I've used it as both player and DM. It's situational but very powerful. Basically anyone can use the paths, so if the enemy rushes up and is intermingled with the party there's no usage for it. However, slowing up a bunch of melee-only opponents, splitting opponents into multiple waves, making sure an opponent can't escape or greatly enhancing your ability to do so - all work well. Just watch out inadvertently helping opponents - blocking your melee characters from getting to a tough opponent with range, or trapping the party in a small clear spot against foes with area-of-effect.

As a side note, it can pair well with other spells, like casting Fear to get foes disengaged witht he party, and next round after they've run trapping them ina plant growth. Can't get far enough to break line-of-sight so no saves.
 

So, my bard just got access to 3rd-level spells. One of my new spells will likely be a big action denial effect (hypnotic pattern or fear), but I was looking at options for the other one and happened to notice plant growth.

I did not realize how big a punch that spell packs in combat. It makes doubly-difficult terrain (one-quarter speed) in a 100-foot radius (!) at 3rd level. You can leave paths open for your allies. And it's permanent, no concentration!

So, my question: Has anyone used it in play as a combat spell? If so, how useful did you find it? What did you use it for? I can make up white room scenarios all day, but I'd like to hear real play experience if anyone has it.
The spell is incredibly useful in the correct situations. Our druid used it and stopped an onslaught of twelve melee combatants coming our way. The battle wasn't even a challenge after that because our ranged did the job. It is a thumbs up spell, but again, is completely situational.
 

I played an Oath of the Ancients paladin in a previous campaign. They get plant growth as one of their freebie spells. I can remember using it once to slow a horde of skeletons and/or zombies. That was pretty useful. I may have used it a few other times but can't really remember.

It's really only useful in combat as a means to slow down ground-based melee-oriented enemies from closing ranks. It won't affect ranged attackers or creatures that can fly at all.
 

I love the spell because of its dual application -- I wish more spells were designed this way. Because it gives you both an in-combat and an out-of-combat use, it is particularly flexible for classes (ranger/paladin) who don't get to choose their spells each morning.

The out-of-combat use is wonderful because it gives a reason for local farmers (NPCs) always to offer hospitality to adventurers. One casting of this gives a meaningful economic boost to any working farm.

In combat, it is powerful with the 4:1 exchange. I personaly think 3:1 would be fairer (spend 30' move, advance 10') but it means that move+dash moves you only 15'. It's a great spell for an enemy caster to have as well.
 

So, my bard just got access to 3rd-level spells. One of my new spells will likely be a big action denial effect (hypnotic pattern or fear), but I was looking at options for the other one and happened to notice plant growth.

I did not realize how big a punch that spell packs in combat. It makes doubly-difficult terrain (one-quarter speed) in a 100-foot radius (!) at 3rd level. You can leave paths open for your allies. And it's permanent, no concentration!

So, my question: Has anyone used it in play as a combat spell? If so, how useful did you find it? What did you use it for? I can make up white room scenarios all day, but I'd like to hear real play experience if anyone has it.
Yes, it's interesting to use and depends on the DM and their reading of the spell and the availability of normal plants. It's as situationally useful as any of the other movement reducing spells. What's more is the overgrown patch isn't described in the spell as difficult terrain, so none of the abilities or spells that ignore difficult terrain effect plant growth. So nothing short of flight or teleportation can get around that patch.
 

If your party is optimized for it (ranged focused party), and you do a lot of outdoor combats....one of the best spells in the game. It neuters fights by itself.
 

Remove ads

Top