Ensnaring Strike
Bonus-action Conjuration spell that requires a melee hit. On failed STR save, target becomes Restrained and takes 1d6 piercing damage at turn start until spell ends; Large+ creatur...
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.
Level 1st-Level · School Conjuration · Casting Time 1 bonus action · Range Self · Components V · Duration Concentration, up to 1 minute (Concentration) · Classes Ranger
Damage Piercing · Save Strength