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Ensnaring Strike

Level1SchoolConjuration

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.