Level 6 Conjuration spell available to Druids. A 36m wall of thorns that does 7d8 Piercing a turn to anything inside it, slows them down while they are there, and can Entangle them so they never leave. It is the Druid’s answer to Blade Barrier and it is at least as good.
Spell description: Create a wall of pliable, twisting thorns surrounded by Entangling vines. Creatures can move through the wall but take 7d8 Piercing damage per turn, and their Movement Speed is quartered.
Spell properties
- Damage: 7d8 Piercing per turn
- Damage type: Piercing
- Range: 18m (60ft)
- Area: 36m (120ft) line
- Duration: 60 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Wall of Thorns. Creatures in the wall take 7d8 Piercing per turn and are slowed. The vines around it can Entangle.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wall of Thorns at higher levels provides no additional benefits.
How to obtain Wall of Thorns
- Druid at Class level 11
WALL OF THORNS
Level 6 Conjuration SpellCreate a wall of pliable, twisting thorns surrounded by Entangling vines. Creatures can move through the wall but take 7d8 Piercing damage per turn, and their Movement Speed is quartered.
On save: Targets still take half damage.
AREA: WALL OF THORNS
Condition: Entangled
- The creature cannot move.
- Attack Rolls against it have
Advantage. - Its Attack Rolls and Dexterity Saving Throws have
Disadvantage.
When to cast Wall of Thorns
Cast it across the enemy’s route or straight through their formation. Anything inside takes 7d8 a turn, moves at half speed, and might get Entangled in the vines, at which point it stays in the thorns taking 7d8 a turn until it dies. Piercing is resisted by almost nothing.
It lasts until your Concentration breaks or the fight ends, and the wall is four metres wide, so it takes a real effort to cross. Against melee enemies it is a wall of damage they have to eat to reach you.
The save DC is currently bugged low on the thorns themselves (fixed at 3), so nearly everything takes half damage rather than full. Half of 7d8 every turn is still enough, and the Entangle uses a normal DC 12 Strength save.
It is Concentration and it is Level 6, so it competes with Sunbeam and Heroes’ Feast for the slot. Cast the Feast in the morning and save this for the big fight.










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