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Spell

Wrath of Nature

Level 5 Evocation · Concentration

Xanathar's Guide to Everything Page 171
Casting Time1 action
Range120 feet
DurationConcentration, up to 1 minute

Components

V, S

Spell Description

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 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 until the spell ends. A creature can use an action to make a Strength () 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 nonmagical Bludgeoning damage, and it must succeed on a Strength saving throw or fall .
Ability Check: Strength Area: C Area: St Condition Inflict: Prone Condition Inflict: Restrained Damage Inflict: Bludgeoning Damage Inflict: Slashing Misc: Dft Misc: Sgt Misc: Uba Saving Throw: Dexterity Saving Throw: Strength Spell Attack: R
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