Name | Wrath of Nature |
Level | 5 |
School | Evocation |
Time | 1 action |
Range | 120 feet |
Componenents | V, S |
Duration | Concentration, up to 1 minute |
Classes | School: Evocation, Druid, Ranger, Druid (Primeval Guardian (HB)), Ranger (Warden Conclave (HB)), Warlock (Creeping Vine (HB)), Druid (Guardians (HB)), Sorcerer (Greensinger (HB)), Warlock (Primeval Growth (HB)) |
Text | You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth:
Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees:
At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines:
At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks:
As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Source: Xanathar's Guide to Everything p. 171 |