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Spells

Ensnaring Strike

1-action bonus action Ranger conjuration—cast on a hit to apply Restrained condition via Strength save (advantage for Large or larger creatures), dealing 1d6 piercing per turn; spe...

Rank
Rank 1
Cast
1 bonus action
Range
Self
Save
Str
Duration
Concentration, up to 1 minute
Rank
1
Range
Self
Duration
Concentration, up to 1 minute

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.