Wrath of Nature 5e

Wrath of Nature 5e

To summon the spirits of nature against your enemies, you call them with intent. Select the range within which you will see them. For a 60-foot cube centered on the point, the spirits cause trees, rocks, and grass to become animated.

  • Undergrowth and grasses. The area of ground within the cube covered by grass or undergrowth is difficult terrain for your enemies.
  • Each turn, any enemy within 10 feet of a tree within the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
  • Plants and Trees. On the top of each of your turns, a creature on the bottom of the cube must succeed on a Strength saving throw or become restrained until the spell ends. Restrained creatures can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on themselves if they succeed.
  • You will cause a loose rock inside the cube to launch at a creature you’ll see inside it as a bonus action on your turn. Target the creature with a ranged spell attack. If a hit is made, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Wrath of Nature 5e

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

Spirits of nature were summoned to animate trees, grass, roots, vines, and rocks within a cube that was 60 feet (18 meters) on each side. Since the grass hindered the enemies’ movement, it proved to be extremely taxing and difficult for the caster. The wrath of nature was an evocation spell used by rangers and druids to summon the spirits of nature to fight on their behalf.

When the trees whipped around, they slashed any of the caster’s enemies who got too close with their branches. One at a time, roots and vines grew from the ground and restrained hostile creatures of the caster’s choosing. Rocks flew at designated targets on the caster’s command, battering and knocking them down. The activity lasted for up to 1 minute, as long as the caster kept concentrating.

Choosing spells for part-caster classes is often difficult. Spells cost battle actions, which shouldn’t always be worth it 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.
Our final criterion for determining which spells to use will be their uniqueness to Ranger characters. The party should discuss having a full spellcaster learn spells that are available to Druids, Clerics, Paladins, or Wizards. When remembering the purpose of the Ranger, players should be careful which spells they learn in order to make the best use of the limited number of spells they can cast.
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