Ensnaring Strike¶
Level 1 · Conjuration
- Casting time: Bonus Action, which you take immediately after hitting a creature with a weapon
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Ranger
- Saving throw: Strength
- Damage type: Piercing
Spell 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.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 267¶
Open the original rulebook — PDF page 267 — source PDF is not included in this player reference.