Ensnaring Strike: Difference between revisions

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m Text replacement - "Components: V<br>" to "Components: {{V}}<br>"
 
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''Level 1 Conjuration (Ranger)''<br>
''Level 1 Conjuration (Ranger)''<br>
[[Casting Time]]: {{Bonus Action, which you take immediately after hitting a creature with a weapon}}<br>
[[Casting Time]]: {{Casting Time Bonus Action}}, which you take immediately after hitting a creature with a weapon}}<br>
[[Range]]: {{Self}}<br>
[[Range]]: {{Spell Range Self}}<br>
[[Components]]: V<br>
[[Components]]: {{V}}<br>
[[Duration]]: {{Concentration, up to 1 minute}}
[[Duration]]: {{Spell Duration Concentration, up to 1 minute}}


As you hit the target, grasping vines appear on it, and it makes a [[Strength]] [[Saving Throw|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.  
As you hit the target, grasping vines appear on it, and it makes a [[Strength]] [[Saving Throw|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.  

Latest revision as of 15:06, 30 April 2025

Level 1 Conjuration (Ranger)
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

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.