A surge of wild arcane growth erupts from the ground beneath a creature you can see within range. The target must make a Wisdom saving throw.
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On a failure, thorned roots, corrosive pollen, and parasitic blossoms engulf it. The creature is restrained, and at the start of each of its turns, roll on the Chaotic Bloom table.
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On a success, the creature takes half damage from the first effect rolled and is not restrained.
A restrained creature may use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the spell on a success.
Creatures made of earth, plant, or wood make the initial saving throw at disadvantage.
Chaotic Bloom Table (roll 1d6):
1 — Crushing Vines: 6d10 bludgeoning damage.
2 — Corrosive Nectar Burst: 4d10 acid damage and blinded until end of turn.
3 — Spore Flood: 4d10 poison damage; on a failed Con save, target cannot take reactions until end of next turn.
4 — Fungal Outbreak: 3d10 necrotic damage, and each creature of your choice within 10 feet takes 2d10 necrotic damage.
5 — Blooming Thorns: 3d10 piercing damage and the target has disadvantage on saving throws until end of turn.
6 — Root Whip Surge: 3d10 bludgeoning damage and the target is pulled up to 15 feet in a direction you choose.
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