{"name":"Wrath of Nature","level":"5-level","school":"Evocation","classes":"Druid, Ranger","castingtime":"1 action","range":"120 feet","duration":"Up to 1 minute","components":"V, S","materials":"","concentration":"1","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[ul][li][b]Grasses and Undergrowth:[\/b] Any area of ground in the cube that is covered by grass or undergrowth is dif\ufb01cult terrain for your enemies.\r\n[\/li][li][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[\/li][li][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[\/li][li][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.[\/li][\/ul]","higherlevels":"","source":"Xanathar's Guide to Everything","tabledata":"","tags":"Talonz, Spell, 5th level","isShared":"1","templateId":"19","blockId":"183389"}