Wrath of Nature
Level 5 Evocation
Magic School
Casting Time
1 action
V, S
120 ft (60 ft cube)
Up to 1 minute
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'cube to become animated until the spell ends.
1. Grasses & Undergrowth Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
2. Trees At the start of each of your turns, any enemy within 10' of any tree must succeed a Dex saving throw or take 4d6 slashing dmg from whipping branches.
3. Roots & Vines At the end of each of your turns, 1 creature of your choice that is on the ground in the cube must succeed on a Str saving throw or become restrained until the spell ends. A restrained creature can use an action to make an Athletics check against your spell save DC, ending the effect on success.
4. 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 — on a hit, the target takes 3d8 nonmagical bludgeoning dmg, and it must succeed on a Str saving throw or fall prone.
Verbal Components
Verbal Component: Ira di Sylvaticus
Damage Type
Druid, Ranger
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