Wrath of Nature 5e

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.


Wrath of Nature 5e

Wrath of Nature 5e

  • 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) on 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 because 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 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.

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