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Plant Growth

Level 3 · Transmutation

  • AOE

Plant Growth occupies the transmutation school at level 3, available to bard, druid, and ranger. Cast time: Action (Overgrowth) or 8 Hours (Enrichment). Range 150 feet, components V/S, duration instantaneous. Effect: This spell channels vitality into plants.

Stat Block

Level
3
School
Transmutation
Casting Time
Action (Overgrowth) or 8 Hours (Enrichment)
Range / Area
150 feet (100-foot radius sphere)
Components
V, S
Duration
Instantaneous
Ritual
No
Concentration
No
Classes
Bard, Druid, Ranger
Material

Description

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.

All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

The Transmutation tradition is the school of properties. A spell does not move the target; it changes what the target is. Plant Growth sits in Transmutation because the spell rewrites a property of a body, an object, or terrain. At level 3, Plant Growth sits in the mid-tier slot competition.

Class Fit

  • Bard: On a Bard sheet, Plant Growth competes with Counterspell, Greater Invisibility, and Polymorph for known-spell budget. Pick it when those don't fit the day's planned arc. At 150 feet, Plant Growth stays usable from the caster's typical positioning.
  • Druid: Circle of the Moon Druids spend most of their turns in Wild Shape — Plant Growth earns its slot only if the build expects to cast in humanoid form. 150 feet is enough range that Plant Growth doesn't pull the caster forward.
  • Ranger: Rangers know a fixed list. Plant Growth stays on the sheet for years once taken, so the pick is a long-term build decision. The 150-foot range on Plant Growth leaves room for the caster to stay in the back line.
Bard spellsDruid spellsRanger spellsTransmutation schoolLevel 3

Related Spells

Frequently Asked Questions about Plant Growth

What level spell is Plant Growth?
In D&D 5e, Plant Growth is classified as a level 3 spell of the Transmutation school. Available classes: Bard, Druid, Ranger.
What is the range of Plant Growth?
The range on Plant Growth is 150 feet — far enough that most casters can stay clear of the front line.
What components and casting time does Plant Growth need?
To cast: Plant Growth is cast with V, S. Additionally, the casting time is action (overgrowth) or 8 hours (enrichment) (not a standard Action).
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Scan to open Plant Growth on your phone
QR code linking to Plant Growth — https://www.doungim.com/dnd/spells/plant-growth Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/plant-growth. Point a phone camera at this code to open the Plant Growth page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/plant-growth. Point a phone camera at this code to open the Plant Growth page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.