Ensnaring Strike
Level 1 Conjuration · Concentration · SRD 5.2.1 p. 128
- 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.