Spell ATK Mod (WIS for Druid & Ranger, CHA for Bard)
Verbal, Somatic, Material
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target.
If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|1st Level||5th Level||11th Level||17th Level|
Cantrip, Transmutation, Damage, Piercing
Level: Artificer (1), Druid (1), Bard (10, Magical Secrets)
Materials Required: The stem of a plant that has thorns
Number of Targets: 1
Die Type: d6
Number of Dice: 1 (increased by 1 at 5th, 11th, and 17th levels)
Damage On Successful Save: N/A
Statuses Inflicted: Displaced/Pulled up to 10 feet towards you (if the creature is Large or smaller)
Status Duration: Instantaneous
Affected By Cover: No
Who can cast Thorn Whip?
Druids and Artificers can both cast Thorn Whip starting at level 1. Bards can pick up Thorn Whip at level 10 when they get access to Magical Secrets.
Players outside of these classes can get access to Thorn Whip if they take the Magic Initiate feat and choose Druid as their Initiate class. They will get access to Thorn Whip through the Magic Initiate list.
What is Thorn Whip?
Thorn Whip is a ranged piercing spell attack. It requires the caster to make an attack roll against an enemy that they can see using their spell hit modifier. On a hit, the spell deals damage, and if the creature hit is no bigger than Large, the caster can pull the affected creature up to 10 feet towards them.
When and Where should I cast Thorn Whip?
Thorn Whip is a solid damaging spell because of its high damage output and its ability to displace and move enemies around at the caster’s will. Pulling the enemy out into or out of range of an ally, for instance, would trigger an opportunity attack for your ally.
Why should I take Thorn Whip?
Thorn Whip is an excellent spell to take if you have a strong front line to yank your enemies around in. Its innate damage isn’t negligible by any means, but moving people around is a much more robust capability, especially on a cantrip-level spell.