Nature's Wrath

Nature's Wrath
Level5th Level Casting Time1 action Range40m
AoECube (20m) DurationConcentration, up to 1 minute
SchoolNature ComponentsV, S
ClassesGeomancer, Ranger, White Mage*

You call out to the spirits of nature to rouse them against your enemies, causing trees, rocks, and grasses 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 4m of any tree in the cube must make a

Basic
Dexterity saving throw, taking 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
. A restrained creature or a creature within 2m of one can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on restrained creature 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 Earth damage and you either push them 2m or knock them

Prone
. Furthermore, it must succeed on a Strength saving throw or be
Stunned
until the end of its next turn.