Nature’s Fury Unleashed: A Guide to the Wrath of Nature 5e Spell

Wrath of Nature is a 5th-level spell in Dungeons & Dragons’ 5th edition that allows a druid to unleash the raw power of nature upon their enemies. When you cast the spell, you choose a point within range (120 feet) and create a 60-foot radius sphere of destructive energy centered on that point. The sphere is difficult terrain for your enemies and is filled with swirling winds, falling rocks, and other hazards that deal damage to creatures that start their turn in the area.

You call intent on the spirits of nature to evoke them against your enemies. Choose some extent you’ll see within range. The spirits cause trees, rocks, and grasses during a 60-foot cube centered thereon point to become animated until the spell ends.

  • Grasses and Undergrowth. Any area of ground within the cube that’s covered by grass or undergrowth is difficult terrain for your enemies.
  • At the beginning of every one of your turns, each of your enemies within 10 feet of any tree within the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
  • Roots and Vines. At the top of every one of your turns, one creature of your choice that’s on the bottom within the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to form a Strength (Athletics) check against your spell save DC, ending the effect on itself on a hit.
  • As a bonus action on your turn, you’ll cause a loose rock within the cube to launch at a creature you’ll see within 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.

Channeling the Elements: How to Master the Wrath of Nature 5e Ability

The Power of Nature: A Deep Dive into the Wrath of Nature 5e Spell

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

The spell called forth spirits of nature to animate trees, grass, roots, vines, and rocks within the quantity of a cube 60 feet (18 meters) aside. The grass hindered the caster’s enemies’ movement, making it extremely taxing and difficult. Wrath of nature was an evocation spell utilized by rangers and druids that called the spirits of nature to fight on the caster’s behalf.

The trees started whipping around, slashing any of the caster’s enemies that came too close with their branches. Roots and vines rose from the ground and restrained hostile creatures of the caster’s choice one at a time. At the caster’s command, rocks flew at designated targets, battering and knocking them down. This activity lasted for up to 1 minute, as long as the caster kept concentrating.

Choosing spells for a part-caster class is often daunting. Spells can cost valuable battle actions and should not always be worthwhile when a player can damage more effectively with a weapon.

Each player can decide for him- or herself the way to best utilize their Ranger. We are of the opinion that a Ranger excels in combat most when enacting surgical strikes to focus down an enemy or putting in ambushes. Being smart in a few fights is where a Ranger shines.

The final criteria we’ll use for determining which spells are best are going to be how unique they’re to a Ranger. When a spell is out there to a Druid, Cleric, Paladin, or Wizard, the party should discuss having a full spellcaster learn that spell. Again, remembering the purpose of a Ranger, a player should be wary of which spells he or she learns to best utilize the limited number of spells known.

The exact effects of the spell depend on the type of terrain you are in. You can choose from four options: Arctic, Coastal, Desert, or Forest. Each terrain type has its own unique set of effects and damage types. For example, if you choose Forest terrain, the spell causes trees to uproot themselves and strike nearby creatures with their branches, dealing bludgeoning damage. It also causes vines to entangle creatures and restrain them and creates a rain of thorns that deals piercing damage.

In addition to the area effects, the spell also grants you a number of special abilities while you are within the sphere. For example, in Arctic terrain, you gain resistance to cold damage and can move through difficult terrain as if it were normal. In Coastal terrain, you gain a swimming speed and can breathe underwater.

Wrath of Nature is a powerful spell that can turn the tide of battle in your favor, but it does require careful positioning and timing to use effectively. It is a great choice for druids who want to show their enemies the true power of nature.

FAQs

Here are some frequently asked questions (FAQs) about the Wrath of Nature 5e spell,

Q: What level is the Wrath of Nature spell in D&D 5e?

A: The Wrath of Nature spell is a 5th-level spell in D&D 5e.

Q: How big is the area of effect for the Wrath of Nature spell?

A: The Wrath of Nature spell creates a 60-foot radius sphere of destructive energy centered on a point you choose within range (120 feet).

Q: What type of damage does the Wrath of Nature spell deal?

A: The type of damage dealt by the Wrath of Nature spell depends on the terrain you choose. For example, in Arctic terrain, it deals cold damage, while in Coastal terrain, it deals thunder damage.

Q: Can the Wrath of Nature spell affect flying creatures?

A: Yes, the spell affects all creatures within the area of effect, regardless of whether they are on the ground or flying.

Q: How long does the Wrath of Nature spell last?

A: The spell lasts for 1 minute, during which time the area of the effect remains in place, and creatures that start their turn within it take damage.

Q: Can the caster be affected by the Wrath of Nature spell?

A: Yes, the caster is also affected by the spell while they are within the area of effect. However, they also gain the benefits of the special abilities granted by the chosen terrain type.

Q: Can the terrain type be changed while the Wrath of Nature spell is active?

A: No, the terrain type chosen when the spell is cast remains in effect for the duration of the spell.

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