Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the 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.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
I have highlighted the relevant parts above from both the Prone rules and the Plant Growth spell.
My question is how do these interact with other? Does it become impossible to stand up if you are knocked prone in an area of Plant Growth?
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the 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.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
I have highlighted the relevant parts above from both the Prone rules and the Plant Growth spell.
My question is how do these interact with other? Does it become impossible to stand up if you are knocked prone in an area of Plant Growth?
Answering the highlighted parts….
the creature spends half its movement to stand up. It’s not moving through the area, unless after they are prone the plants are growing over them. But that would probably also be restrained and a strength check and etc.
moving through is more walking NSEW etc and moving around laterally through the plant growth.
Since it takes 1/2 of your movement to stand up and Plant Growth reduces your movement down to 1/4 of normal I would say it would take your whole turn to stand up. 2X1/4 to equal 1/2 movement.
I'm with eightpack on this one. I wouldn't count standing up from prone as "moving through the area." It is movement within the area, but one's location is not changing. That being said, I think there's a reasonable argument to be made that it would count. I just personally don't find it as compelling.
But being prone and then having to waste half your movement speed just to stand back up will not leave much to navigate around with...
The average is 30 feet. You will have 15 left after regaining your footing. With having to spend 4 feet for every 1 foot you want to move that means you only move 3 feet and 9 inches?
Since it takes 1/2 of your movement to stand up and Plant Growth reduces your movement down to 1/4 of normal I would say it would take your whole turn to stand up. 2X1/4 to equal 1/2 movement.
Plant growth does not reduce your speed. It only cost you additional movement to move through it. Those are not the same thing. So as others have said it does nothing to keep you from standing. You just have less remaining speed to move through the plant growth.
Now if you were to try crawling then they would stack and would cost 5 feet to move 1 foot. There was quite a lengthy thread a while back arguing the calculations on difficult terrain and plant growth stacking but I think 5:1 was the consensus. I don’t have time to search for a link while I’m at work, lol.
I suppose RAW it would be 3 feet, but in gameplay, I'd count it as 5 feet (1 square on a grid because we play with grid maps at our table).
Because D&D 5e is based around a 5 foot grid system and there is a rule that says we should always round down (unless it specifically says otherwise) it is only fair to round down to 0.
It's kind of silly, but I visualize a character's speed as a stack of coins they get at the beginning of their turn. Each time they move a foot, they spend a coin on movement until they run out or until they stop moving. So if something costs 4 feet of movement for every foot you move, you spend four coins instead of 1. If something halves your speed (like slow) then your stack of coins is half its normal size. Standing up costs you half of your full stack, whatever that stack may be. When you dash, or when you start your turn, you get a new stack of coins to spend on movement.
I suppose RAW it would be 3 feet, but in gameplay, I'd count it as 5 feet (1 square on a grid because we play with grid maps at our table).
Because D&D 5e is based around a 5 foot grid system and there is a rule that says we should always round down (unless it specifically says otherwise) it is only fair to round down to 0.
I agree with the round down theory. So essentially, yes it would take all your movement to just stand up.
I suppose RAW it would be 3 feet, but in gameplay, I'd count it as 5 feet (1 square on a grid because we play with grid maps at our table).
Because D&D 5e is based around a 5 foot grid system and there is a rule that says we should always round down (unless it specifically says otherwise) it is only fair to round down to 0.
I agree with the round down theory. So essentially, yes it would take all your movement to just stand up.
Or, as EightPackKilla said in the first response, it uses half of your base movement to stand up, and rounding is irrelevant (unless the base move is something like 25 ft).
The Plant Growth spell says the plants become thick and overgrown. Now this just may be flavor text and it may not, after all vertical movement, especially from a prone position might matter under these circumstances. But let's leave that up to individual DM's arbitration.
I agree for the moment that it probably refers to lateral movement only (NESW etc.) but after using half your movement to stand up that would only leave you with 15 feet (again assuming we're dealing with the average of 30 feet). I'm not willing to ignore the round down rule however. So even if you round the whole number down to just 3 how do you apply that. Moving 3 feet isn't enough to move into the next square on a 5 foot grid.
The Plant Growth spell is meant to be very limiting when it comes to (lateral) movement.
Here's something else to consider: This can be combined with difficult terrain. In that case how much movement speed is used up?
For instance do you simply add them together and tax movement 5 feet to move 1 foot?
Or:
Do you tax each of the 2 feet you now have to move in difficult terrain with the Plant Growth tax of 4 feet for every 1, so that it costs 8 feet to move 1 foot?
Also, some others things to consider:
1. This spell is not concentration so once cast it will be difficult to deal with.
2. The duration is instantaneous so once cast it can not be Dispelled.
The Plant Growth spell says the plants become thick and overgrown. Now this just may be flavor text and it may not, after all vertical movement, especially from a prone position might matter under these circumstances. But let's leave that up to individual DM's arbitration.
I agree for the moment that it probably refers to lateral movement only (NESW etc.) but after using half your movement to stand up that would only leave you with 15 feet (again assuming we're dealing with the average of 30 feet). I'm not willing to ignore the round down rule however. So even if you round the whole number down to just 3 how do you apply that. Moving 3 feet isn't enough to move into the next square on a 5 foot grid.
The Plant Growth spell is meant to be very limiting when it comes to (lateral) movement.
Here's something else to consider: This can be combined with difficult terrain. In that case how much movement speed is used up?
For instance do you simply add them together and tax movement 5 feet to move 1 foot?
Or:
Do you tax each of the 2 feet you now have to move in difficult terrain with the Plant Growth tax of 4 feet for every 1, so that it costs 8 feet to move 1 foot?
Also, some others things to consider:
1. This spell is not concentration so once cast it will be difficult to deal with.
2. The duration is instantaneous so once cast it can not be Dispelled.
Refer to This thread about the stacking so we don’t have to rehash it here.
So for 30 ft movement you get 6 squares (of movement).
Standing up takes 3 squares.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Entering difficult terrain would cost 2 squares - entering a plant growth square would cost 4 squares.
Thus, after standing up, you don't have enough squares left to move to another square in a plant growth.
Farling by reminding me of the converting speed into squares thing you have helped me understand just how powerful Plant Growth truly is.
Thank you immensely!
This doesn't even include how powerful it is in you can literally with this, and a little bit of druidcraft, instantly create your party ranger's favored terrain for an ambush. or for a quicker getaway.
Being Prone
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the 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.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
I have highlighted the relevant parts above from both the Prone rules and the Plant Growth spell.
My question is how do these interact with other? Does it become impossible to stand up if you are knocked prone in an area of Plant Growth?
Answering the highlighted parts….
the creature spends half its movement to stand up. It’s not moving through the area, unless after they are prone the plants are growing over them. But that would probably also be restrained and a strength check and etc.
moving through is more walking NSEW etc and moving around laterally through the plant growth.
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Since it takes 1/2 of your movement to stand up and Plant Growth reduces your movement down to 1/4 of normal I would say it would take your whole turn to stand up. 2X1/4 to equal 1/2 movement.
I'm with eightpack on this one. I wouldn't count standing up from prone as "moving through the area." It is movement within the area, but one's location is not changing. That being said, I think there's a reasonable argument to be made that it would count. I just personally don't find it as compelling.
"Not all those who wander are lost"
That makes sense I guess.
But being prone and then having to waste half your movement speed just to stand back up will not leave much to navigate around with...
The average is 30 feet. You will have 15 left after regaining your footing. With having to spend 4 feet for every 1 foot you want to move that means you only move 3 feet and 9 inches?
Something like that I think.
I suppose RAW it would be 3 feet, but in gameplay, I'd count it as 5 feet (1 square on a grid because we play with grid maps at our table).
"Not all those who wander are lost"
Standing up moves you nowhere so its unaffected by anything that doesn't affect your speed directly
Plant growth does not reduce your speed. It only cost you additional movement to move through it. Those are not the same thing. So as others have said it does nothing to keep you from standing. You just have less remaining speed to move through the plant growth.
Now if you were to try crawling then they would stack and would cost 5 feet to move 1 foot. There was quite a lengthy thread a while back arguing the calculations on difficult terrain and plant growth stacking but I think 5:1 was the consensus. I don’t have time to search for a link while I’m at work, lol.
Because D&D 5e is based around a 5 foot grid system and there is a rule that says we should always round down (unless it specifically says otherwise) it is only fair to round down to 0.
It's kind of silly, but I visualize a character's speed as a stack of coins they get at the beginning of their turn. Each time they move a foot, they spend a coin on movement until they run out or until they stop moving. So if something costs 4 feet of movement for every foot you move, you spend four coins instead of 1. If something halves your speed (like slow) then your stack of coins is half its normal size. Standing up costs you half of your full stack, whatever that stack may be. When you dash, or when you start your turn, you get a new stack of coins to spend on movement.
"Not all those who wander are lost"
I agree with the round down theory.
So essentially, yes it would take all your movement to just stand up.
Or, as EightPackKilla said in the first response, it uses half of your base movement to stand up, and rounding is irrelevant (unless the base move is something like 25 ft).
The Plant Growth spell says the plants become thick and overgrown. Now this just may be flavor text and it may not, after all vertical movement, especially from a prone position might matter under these circumstances. But let's leave that up to individual DM's arbitration.
I agree for the moment that it probably refers to lateral movement only (NESW etc.) but after using half your movement to stand up that would only leave you with 15 feet (again assuming we're dealing with the average of 30 feet). I'm not willing to ignore the round down rule however. So even if you round the whole number down to just 3 how do you apply that. Moving 3 feet isn't enough to move into the next square on a 5 foot grid.
The Plant Growth spell is meant to be very limiting when it comes to (lateral) movement.
Here's something else to consider: This can be combined with difficult terrain. In that case how much movement speed is used up?
For instance do you simply add them together and tax movement 5 feet to move 1 foot?
Or:
Do you tax each of the 2 feet you now have to move in difficult terrain with the Plant Growth tax of 4 feet for every 1, so that it costs 8 feet to move 1 foot?
Also, some others things to consider:
1. This spell is not concentration so once cast it will be difficult to deal with.
2. The duration is instantaneous so once cast it can not be Dispelled.
Refer to This thread about the stacking so we don’t have to rehash it here.
See "VARIANT: PLAYING ON A GRID" in https://www.dndbeyond.com/sources/phb/combat where it suggests converting your Speed into Squares.
So for 30 ft movement you get 6 squares (of movement).
Standing up takes 3 squares.
Entering difficult terrain would cost 2 squares - entering a plant growth square would cost 4 squares.
Thus, after standing up, you don't have enough squares left to move to another square in a plant growth.
Farling by reminding me of the converting speed into squares thing you have helped me understand just how powerful Plant Growth truly is.
Thank you immensely!
This doesn't even include how powerful it is in you can literally with this, and a little bit of druidcraft, instantly create your party ranger's favored terrain for an ambush. or for a quicker getaway.
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Yeah and never mind a 6th level Circle of the Land Druid's special class feature... Land's Stride.
Ha ha ha ha!
Grungs love usingPlant Growth, because they can do Standing Leaps!
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)