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spell

Ensnaring Strike

Level 1 Conjuration · Bonus Action, which you take immediately after hitting a creature with a weapon · Self

Spell lists
Ranger
Level
1
School
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
Concentration
Yes
Ritual
No

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 & compatibility

Source: System Reference Document 5.2.1 · page 128 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.