Wrath of Nature
5 |
Spell

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.

You point to a location, and within the 60-foot cube, trees twist, rocks roll, and grasses whip around. The terrain springs to life, animated by nature’s spirits, moving dynamically against your foes.

  • Spell Info:
  • Spell Sphere(s): Primal
  • Spell Circle: Circle of Evocation
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:
  • Duration: 1 minutes

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information