That isn't super effective, as the damage is based on movement. Additionally, I believe that difficult terrain only adds one extra foot of movement per foot moved. (I'm ready for the semantic argument)
Which stacks on top of the movement penalty from Plant Growth
Additionally, nobody said the movement on spike growth has to be voluntary.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
If using a battlemat (and you should) each hex costs 20 feet of movement to cross.
Plant Growth and Spike Growth stacked you make each hex cost 25 feet of movement to cross.
What used to be easy is now very difficult.
Additionally with the new grapple rules you can drag a target back and forth over the Spike Growth for 12d4 damage just from moving them around, and you still get to attack them. Or you can Dash and do 24d4 damage. If you're a Rogue or Monk you can do it again with a Bonus Action Dash.
If using a battlemat (and you should) each hex costs 20 feet of movement to cross.
Plant Growth and Spike Growth stacked you make each hex cost 25 feet of movement to cross.
What used to be easy is now very difficult.
Additionally with the new grapple rules you can drag a target back and forth over the Spike Growth for 12d4 damage just from moving them around, and you still get to attack them. Or you can Dash and do 24d4 damage. If you're a Rogue or Monk you can do it again with a Bonus Action Dash.
I use a square battlemat. Also, isn't a 5-foot hex the default?
Additionally, unless you have some insane setup, you would be affected by both spike growth and plant growth.
power word kill deserves at least an honorable mention. Less than 100 HP? Dead. No saving throw, just, dead. More than 100 HP? 12d12 damage (for an average of 78). That's pretty powerful. power word heal is pretty powerful too: "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends."
Rollback Post to RevisionRollBack
"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
power word kill deserves at least an honorable mention. Less than 100 HP? Dead. No saving throw, just, dead. More than 100 HP? 12d12 damage (for an average of 78). That's pretty powerful. power word heal is pretty powerful too: "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends."
While power word kill is guaranteed it is very circumstantial. A reasonably optimised level 17 damage focused character will be able to do an AVERAGE of 70 damage per round and by level 20 that will go up to about 80 (Based on Treantmons series of videos damage, I have linked the summary for tier 4 below). If the wizards turn comes up and they are reasonably sure the target has less than 100 HP then the paladin or fighter or whatever is likely to reduce them to 0 HP on their next turn. It does depend on how accurately your DM expects the caster to estimate HPs but I think that is reasonable. Yes there wil be times when it is the BBEGs turn next and he is about to finish his ritual or try to make his escape or they might have a feature that being reduced to 0 hit points does not mean they die but such things are circumstantial, most of the time it is beast to keep your 9th level slot for something else. 12d12 is not insignificant but meteor swarm will almost as much damage to every creature in a large area that makes the save (and much more to those that fail the save)
I would rank Mass Heal as more powerful than power word heal. 700 HP will usually be enough to get form a situation where one PC is unconcious and the rest are on pretty low health to having the whole party back up to full health or close to it. The advanvateg the power word heal has is also ending stunned and paralyzed is fairly minor.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Which stacks on top of the movement penalty from Plant Growth
Additionally, nobody said the movement on spike growth has to be voluntary.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
4/5 times movement speed is not that significant. It would be a lot better to cast gust of wind or something.
Spike growth is good, but it is a bit redundant here, and by the time you have plant growth, better options are available.
(Additionally, you seem to be picking up my habit of using the word "additionally")
We'll take standard/average movement of 30
If using a battlemat (and you should) each hex costs 20 feet of movement to cross.
Plant Growth and Spike Growth stacked you make each hex cost 25 feet of movement to cross.
What used to be easy is now very difficult.
Additionally with the new grapple rules you can drag a target back and forth over the Spike Growth for 12d4 damage just from moving them around, and you still get to attack them. Or you can Dash and do 24d4 damage. If you're a Rogue or Monk you can do it again with a Bonus Action Dash.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I use a square battlemat. Also, isn't a 5-foot hex the default?
Additionally, unless you have some insane setup, you would be affected by both spike growth and plant growth.
power word kill deserves at least an honorable mention. Less than 100 HP? Dead. No saving throw, just, dead. More than 100 HP? 12d12 damage (for an average of 78). That's pretty powerful. power word heal is pretty powerful too: "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends."
"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
While power word kill is guaranteed it is very circumstantial. A reasonably optimised level 17 damage focused character will be able to do an AVERAGE of 70 damage per round and by level 20 that will go up to about 80 (Based on Treantmons series of videos damage, I have linked the summary for tier 4 below). If the wizards turn comes up and they are reasonably sure the target has less than 100 HP then the paladin or fighter or whatever is likely to reduce them to 0 HP on their next turn. It does depend on how accurately your DM expects the caster to estimate HPs but I think that is reasonable. Yes there wil be times when it is the BBEGs turn next and he is about to finish his ritual or try to make his escape or they might have a feature that being reduced to 0 hit points does not mean they die but such things are circumstantial, most of the time it is beast to keep your 9th level slot for something else. 12d12 is not insignificant but meteor swarm will almost as much damage to every creature in a large area that makes the save (and much more to those that fail the save)
I would rank Mass Heal as more powerful than power word heal. 700 HP will usually be enough to get form a situation where one PC is unconcious and the rest are on pretty low health to having the whole party back up to full health or close to it. The advanvateg the power word heal has is also ending stunned and paralyzed is fairly minor.