Ensnaring Strike

A
Control

Ensnaring Strike is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that lashes foes in grasping vines, with a
save-or-fail trap

Ensnaring Strike is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
that can pin them in place and wear them down.

2024 Rules

Level & School
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.

2014 Rules

Level & School
1st-level conjuration
Casting Time
Bonus action
Range
Self
Components
V
Duration
Concentration, up to 1 minute
Classes
Ranger

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Using a Higher-Level Spell Slot. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ensnaring Strike 5.5e 2024 vs. 5e 2014 edition differences

It now frees with a Strength (Athletics) check instead of any Strength check, and the creature helping must be within reach rather than just able to touch it. On a failed save, the 2024 version also explicitly ends the spell. The spell still now says the target is Restrained.

Ensnaring Strike popularity

Ensnaring Strike is a seldom chosen level 1 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Ensnaring Strike

  • Entangle 1st-level conjuration

    Both create grasping plants that can restrain targets for up to a minute and force a Strength-based save to avoid the effect.

  • Hail of Thorns 1st-level conjuration

    Like this spell, it’s a ranger-only option that modifies your next attack to add extra battlefield-affecting effects when you hit.

  • Web 2nd-level conjuration

    Web also imposes the restrained condition over an area for up to a minute and uses saves to escape, making it a close control analogue.

  • Hex 1st-level enchantment

    Hex is a concentration bonus-action spell that penalizes a chosen target and adds extra damage when you hit, similar to the targeted-on-hit design.

  • Hunter's Mark 1st-level divination

    Both are ranger options that you apply to a specific target to gain an ongoing benefit tied to your attacks for an extended duration while concentrating.

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