Web

A
Control

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

See all Control spells →
spell that fills an area with sticky webs,
battlefield control

Web is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
and
multiple creatures

Web is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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,
restraining foes.

2024 Rules

Level & School
2nd-level conjuration
Casting Time
Action
Range
60 feet
Components
V, S, M (a bit of spiderweb)
Duration
Concentration, up to 1 hour
Classes
Sorcerer, Wizard

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

2014 Rules

Level & School
2nd-level conjuration
Casting Time
Action
Range
60 feet
Components
V, S, M (a bit of spiderweb)
Duration
Concentration, 1 hour
Classes
Sorcerer, Wizard

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a

Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Web 5.5e 2024 vs. 5e 2014 edition differences

The save now triggers only the first time a creature enters the webs on a turn, instead of every time it enters during that turn. Escaping now explicitly uses a Strength (Athletics) check instead of a plain Strength check.

Web popularity

Web is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Web

  • Entangle 1st-level conjuration

    Both conjure natural matter into an area that impedes movement and can restrain creatures who fail a save.

  • Grease 1st-level conjuration

    Grease and this spell create a hazardous zone that hampers movement and can force creatures into failed checks or saves.

  • Spike Growth 2nd-level transmutation

    Both cover a region of the battlefield to shape enemy movement and punish creatures that travel through the area.

  • Sleet Storm 3rd-level conjuration

    This spell, like the target, creates an area effect that controls where enemies can move and imposes penalties via repeated checks or saves.

  • Evard's Black Tentacles 4th-level conjuration

    Black Tentacles likewise conjures physical things to a point to grab and restrain multiple foes within a sustained area.

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