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.
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).