Spell Description

You channel energy to stir the spirits of nature rousing 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.

  • 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.

  • 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 by roots and vines until the spell ends. A restrained creature can use an action to make a Strength saving throw, ending the effect on itself on a success.

  • Trees. At the beginning of each of your turns, each creature of your choices within 10 feet of a tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Wrath of Nature

5th level, primal (evocation)

Casting Time

1 action

Duration

1 minute (concentration)

Range

120 feet (sight)

Components

V,S