Wall of Thorns

A
Damage

Wall of Thorns is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that
shapes the battlefield

Wall of Thorns is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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with a thorny wall, blocking sight and cutting down
multiple foes

Wall of Thorns is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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.

2024 Rules

Level & School
6th-level conjuration
Casting Time
Action
Range
120 feet
Components
V, S, M (a handful of thorns)
Duration
Concentration, up to 10 minutes
Classes
Druid

You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.

2014 Rules

Level & School
6th-level conjuration
Casting Time
Action
Range
120 feet
Components
V, S, M (a handful of thorns)
Duration
Concentration, 10 minutes
Classes
Druid

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Wall of Thorns 5.5e 2024 vs. 5e 2014 edition differences

Effectively the same spell. The 2024 version is reworded but functions identically.

Spells similar to Wall of Thorns

  • Blade Barrier 6th-level evocation

    A same-level spell that creates a long, damaging barrier that shapes the battlefield and hurts creatures that try to pass through it.

  • Wall of Ice 6th-level evocation

    Another level 6 spell that conjures a physical wall with tactical placement and damaging interaction when creatures try to move through or interact with it.

  • Wall of Fire 4th-level evocation

    Creates a damaging, sight-blocking barrier you place at range and punishes movement through or near it, making it a close tactical analogue at a lower level.

  • Spike Growth 2nd-level transmutation

    A druid spell that turns terrain into a painful zone that slows movement and deals damage for passing through, echoing the movement-based harm of the thorn wall.

  • Insect Plague 5th-level conjuration

    A druid conjuration that controls an area for an extended time and deals recurring damage to anyone inside, offering similar multi-target area-denial and punishment.