S.5.WoN Wrath of Nature - JulTob/DnD GitHub Wiki

Wrath of Nature

  • Level: 5th-level
  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description:

You invoke the spirits of nature to rouse the trees, rocks, and grasses around you. 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.

The ground in the area 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 area 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 bludgeoning damage.

Grasses: Grasses, weeds, and undergrowth in the area (as if under the effects of the entangle spell) can restrain creatures in the area.

Higher Levels:

When you cast this spell using a spell slot of 6th level or higher, the damage from the trees increases by 1d6 for each slot level above 5th.

Classes:

  • Druid
  • Ranger