• bob_lemon@feddit.de
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    9 months ago

    Plant growth is very situational, but it can shut down melee enemies for several rounds while keeping them completely susceptible to ranged attacks.

      • Khrux@ttrpg.network
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        9 months ago

        I feel that they can’t just jump out of it, as that basically just nullifies the spell entirely, I generally imply the plants are actually grabbing people.

        As for pulling out their crossbows, at level 5, enemies are already begining to move from humanoids with equipment to unique creatures. A wereboar or ettin for example doesn’t have any RAW ranged weapons.

        The spell is also absolutely amazing to pair with another Spellcaster with consistent AOE damage such as moonbeam or ideally sickening radiance or cloudkill. That’s the real army killer as once the spell is up, you can take cover and let them be microwaved while they can’t reasonably counter you.

          • Khrux@ttrpg.network
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            9 months ago

            You’ll run into the same power with every spell that limits creatures movement, and I’d say for a 4th level spell, that movement limitation is about right.

            • AwkwardLookMonkeyPuppet@lemmy.world
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              9 months ago

              I guess your success with such strategies is going to be heavily dependent on whether the enemies can leap out or not. Any reasonably intelligent creature with enough strength is going to jump right out. Having plant growth restrain them so they can’t jump is the real power, plus how wide it is. Something like grease is good if they fail their athletics check, but otherwise they’ll just leap out and its value is gone. Now it’s a hindrance to everyone on the field, including your party.

      • Hagdos@lemmy.world
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        9 months ago

        Really depends. In the game I DM for some monsters have killed or almost killed themselves trying to get out of plant growth. A dumb creature like a troll would hurt itself. Even a smarter creature is now stuck and unable to come into melee range