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D&D · SRD 5.2.1 (5.5e, 2024)

Ensnaring Strike 1st-level 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

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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal