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Spell

Ensnaring Strike

Level 1 Conjuration spell

Level
Level 1
School
Conjuration
Casting Time
Bonus Action, which you take immediately after hitting a creature with a weapon
Range
Self
Components
V (Verbal)
Duration
Concentration, up to 1 minute
Damage Type
Piercing
Classes
Ranger

Effect

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.

Using a Higher-Level Spell Slot

The damage increases by 1d6 for each spell slot level above 1.

Try this spell in the game

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This page includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0. Adapted and formatted by Ejderha. Ejderha is not affiliated with Wizards of the Coast.