Snare
2014 Rules
- Level & School
- 1st-level abjuration
- Casting Time
- 1 minute
- Range
- Touch
- Components
- S, M (25 feet of rope, which the spell consumes)
- Duration
- 8 hours
- Classes
- Artificer, Druid, Ranger, Wizard
- Source
- Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Snare 5.5e 2024 vs. 5e 2014 edition differences
Snare is currently only available in the 2014 edition.
Snare popularity
How popular is Snare? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Bottom 25% of all level 1 spells
- Bottom 25% picked level 1 Wizard spell
- Bottom 10% picked level 1 Artificer spell
- Bottom 10% picked level 1 Druid spell
- Bottom 10% picked level 1 Ranger spell
Read about how this popularity data is calculated.
Spells similar to Snare
Cordon of Arrows 2nd-level transmutation
Like Snare, it’s a prepared hazard that punishes movement through a chosen spot over many hours.
Players prefer Cordon of Arrows over Snare
Entangle 1st-level conjuration
It also locks enemies down in an area by making movement dangerous and leaving them stuck in place.
Players prefer Entangle over Snare
Web 2nd-level conjuration
Both spells aim to immobilize creatures with sticky, restraining terrain that is awkward to escape.
Players prefer Web over Snare
Alarm 1st-level abjuration
This has the same spell family feel of a defensive ward you place on an area to catch intruders.
Players prefer Alarm over Snare
Glyph of Warding 3rd-level abjuration
Both are long-lasting magical traps that you set down in advance and wait for an unsuspecting creature to trigger.
Players prefer Glyph of Warding over Snare