Wrath of Nature 5e

Intending to invoke nature’s spirits against your enemies, you invoke their intent. You can choose some extent within range. During a 60-foot cube centered on a point, the spirits cause trees, rocks, and grasses to move until the spell is done.

  • 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.
  • Trees and vines. Every turn, one of your creatures on the bottom of the cube must succeed on a Strength saving throw or become restrained until the spell ends. On a hit, a restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself.
  • The loose rock within the cube will launch at a creature you see within the cube. This can be done as a bonus action on your turn. Use a ranged spell to attack the target. A hit deals 3d8 nonmagical bludgeoning damage to the target, and it must succeed on a Strength saving throw to avoid falling 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 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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