Xanathars Guide To Everything (DDB Rip)

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You utter a divine word, and burning radiance erupts from you. Each creature of your choice that
you can see within range must succeed on a Constitution saving throw or take 1d6 radiant
damage.


The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).


Wrath of Nature


5th-level evocation


Casting Time: 1 action


Range: 120 feet


Components: V, S


Duration: Concentration, up to 1 minute


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.


Zephyr Strike


1st-level transmutation


Casting Time: 1 bonus action

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