Wrath of Nature
2014 Rules
- Level & School
- 5th-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Druid, Ranger
- Source
- Xanathar's Guide to Everything
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.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. 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.
Roots and Vines. 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.
Rocks. 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.
Wrath of Nature 5.5e 2024 vs. 5e 2014 edition differences
Wrath of Nature is currently only available in the 2014 edition.
Wrath of Nature popularity
How popular is Wrath of Nature? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.
- Top 50% picked level 5 Druid spell
- Bottom 50% of all level 5 spells
- Bottom 50% of all 5e spells
- Bottom 50% picked level 5 Ranger spell
Read about how this popularity data is calculated.
Spells similar to Wrath of Nature
Wall of Thorns 6th-level conjuration
It creates a lethal zone of thorny vegetation that blocks movement and hurts enemies who try to push through, which matches the target's hostile nature magic feel.
Players prefer Wall of Thorns over Wrath of Nature
Spike Growth 2nd-level transmutation
It turns an area into punishing terrain that slows enemies and rewards good positioning, which is very close to Wrath of Nature's whole game plan.
Players prefer Spike Growth over Wrath of Nature
Grasping Vine 4th-level conjuration
Like Wrath of Nature, it uses living plants to yank or pin down foes while you keep pressure on the fight from range.
Players prefer Grasping Vine over Wrath of Nature
Plant Growth 3rd-level transmutation
Both spells reshape the battlefield with natural terrain that hinders enemy movement, and this one is also a classic druid/ranger crowd-control pick.
Players prefer Plant Growth over Wrath of Nature
Entangle 1st-level conjuration
This is the low-level version of locking creatures down with plants, using the same kind of nature-themed restraint and area denial.
Players prefer Entangle over Wrath of Nature