In order to exorcise your enemies, you summon the spirits of nature. Pick a range within range so that you can see them. Within a 60-foot cube centered thereon point, spirits cause trees, rocks, and grasses to become animated.
Why is Wrath of Nature overlooked?
Below is a list of spells… XGTE’s spell seems very powerful, but I have never seen it used in any builds. Despite the fact that it’s only a druid spell, I wonder why a bard wouldn’t learn it? I can see its use. As a bonus action, you may deal 3d8 on hit against one creature, restrain a creature within 60 feet, and deal 4d6 to any creatures you come across in the area. Also, difficult terrain slows down your enemies.
It seems like a really great spell to use, despite some spells competing with it. Do I miss anything?
- The undergrowth is also animated. Your enemies will find any part of the cube covered in grass or undergrowth difficult terrain.
- You must make a Dexterity saving throw every turn, or each of your enemies within 10 feet of the tree will take 4d6 slashing damage from whipping branches.
- Roots and Vines. At the top of every one of your turns, one creature of your choice that’s on the bottom within the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to form a Strength (Athletics) check against your spell save DC, ending the effect on itself on a hit.
- As a bonus action on your turn, you’ll cause a loose rock within the cube to launch at a creature you’ll see within 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.
Five-edition of Wrath of Nature
- 1 action was filmed
- at a distance of 120 feet
- Duration: 1 minute of concentration
Spirits of nature were summoned to animate trees, grass, roots, vines, and rocks in a cube 60 feet (18 meters) wide on either side of the spell. Due to the grass, it was extremely difficult and taxing for the caster’s enemies to move. Rangers and druids used the evocation spell ‘wrath of nature’ to call nature’s spirits to fight on their behalf.
As the trees whipped around, their branches slashed at any of the caster’s enemies who came too close. From the ground, vines and roots sprouted to restrain a series of hostile creatures at a time. When the caster sent rocks at a target, they battered and knocked them down. A caster kept concentrating throughout this activity, which lasted up to one minute.
Part-casters often have a difficult time selecting spells. Spells can eat up valuable battle actions and shouldn’t always be worthwhile when weapons can deal more damage.
Players can decide for themselves how best to utilize their Rangers. Rangers excel most when they carry out surgical strikes to focus down their enemies or when they ambush them. Ranger’s ability to be smart in a few fights makes them stand out.
As a final criterion for selecting the best spells, we’ll look at how unique they are to Ranger characters. The party should consider having a full spellcaster learn spells offered to Druids, Clerics, Paladins, or Wizards. To best utilize the limited number of spells known to a Ranger, it is important to choose which spells to learn.