Wrath of Nature 5E Spell

5th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

As per this dnd wrath of nature spell you can easily call out to the spirits of a nature to be rouse them against to the enemies of you. You can casually select a point that you can see within a particular range. The spirits which are cause to trees, rocks, and grasses within a 60-foot cube centered on that point to become animated until the spell ends.

The grasses and Undergrowth: Any kind of specific area of the ground in a cube which has been covered by the grass or undergrowth is difficult terrain for your main enemies.

Trees: At a specific start of each of your turns and also each of your enemies within 10 feet of any tree in a cube must be succeeded on a dexterity saving throw or else it takes 4d6 slashing damage from whipping the branches.

Roots and Vines: At an end of each of your turns, one of your your selected creatures which is on the ground within a cube must be succeeded on a Strength saving throw or else it should become restrained until the end of this spell. actually, a restrained creature able to use an action for being making the strength (Athletics) check against to your spell save DC, by ending the effect on itself on a success.

Rocks: As per this rocks as a bonus action upon your specific turn, you can easily cause the loose rock in a cube for launching at a creature that you are able to see in a cube. You can easily make a ranged spell attack which is almost against to the target.  Suppose, on a specific hit, the target would take 3d8 nonmagical bludgeoning damage, and also it must be succeed on a Strength saving throw or else fall prone.

Spell Lists: Druid, Ranger

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