{"name":"Wrath of Nature","spell_level":"5-level","school":"Evocation","classes":"Druid, Ranger","casting_time":"1 Action","range":"120ft (60ft Cube)","duration":"1 Minute","components":"Verbal, Somatic","materials":"","requires_concentration":"1","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.\r\n[br]\r\n[b]Grasses and Undergrowth.[\/b] Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\r\n[br]\r\n\r\n[b]Trees.[\/b] 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.\r\n[br]\r\n\r\n[b]Roots and Vines.[\/b] 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.\r\n[br]\r\n\r\n[b]Rocks.[\/b] 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.","higher_levels":"","source":"Xanathar's Guide To Everything","ritual":"","tags":"Control, Damage","templateId":"3000","blockId":"633086","world":"75fb9c27-f77b-49a5-816b-b9cc40a26978","folder":"4258","isShared":"on"}