To evoke the spirits of nature against your enemies, you call upon them with intent. Select a range you can see. Throughout a 60-foot cube centered thereon point, the spirits cause the trees, rocks, and grass to become animated.
- There is also undergrowth. Your enemies will have difficulty navigating any terrain within the cube that is covered with grass or undergrowth.
- Each time you take a turn, any enemy within 10 feet of any tree within the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
- Branches and roots. A creature of your choice on the bottom of the cube must make a Strength saving throw at the beginning of every turn 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 if successful.
- The loose rock within the cube will launch at a creature you see in the cube when you take a bonus action on your turn. Attack it with a ranged spell. If the target is hit, it takes 3d8 nonmagical bludgeoning damage and must succeed on a Strength saving throw or fall prone.
Wrath of Nature 5e
- 1 action was filmed
- at a distance of 120 feet
- with the following components: V, S
- 1 minute of concentration
Within the area of a cube 60 feet (18 meters) on either side, the spell called forth spirits of nature to animate trees, grass, roots, vines, and rocks. It was extremely difficult for the caster’s enemies to move due to the grass. Rangers and druids used Wrath of Nature to call upon the spirits of nature to fight on their behalf.
The trees started whipping around, slashing any enemies that came too close to the caster. As roots and vines grew from the ground, they restrained hostile creatures of the caster’s choice one by one. When the caster directed rocks at specific targets, they battered and knocked them down. As long as the caster kept concentrating, the activity lasted up to one minute.
There are a lot of spells available for part-casters. When a player can damage more effectively with a weapon, it is not always wise to use spells since they cost valuable battle actions. Players can decide how best to use their Ranger based on their own preferences. Ranger soldiers excel in combat by enacting surgical strikes to focus down an enemy or by laying traps.
Finally, we’ll decide which spells are best based on their uniqueness to a Ranger. In cases where a spell is available to a Druid, Cleric, Paladin, or Wizard, the party should discuss having a full spellcaster learn the spell. To ensure that a Ranger makes the best use of the limited number of spells he or she knows, players should be aware of which spells they learn.