Talewrite

Ensnaring Strike

1st-level conjuration (concentration) · 2024 rules, SRD 5.2

Casting time
1 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

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.

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

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).