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Ensnaring Strike (Melee): Difference between revisions
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Ensnared creatures cannot move and take {{DamageText|1d6|Piercing}} damage at the start of each turn. An ally can use their [[Help|Help Action]] to try and tear away the vines. | Ensnared creatures cannot move and take {{DamageText|1d6|Piercing}} damage at the start of each turn. An ally can use their [[Help|Help Action]] to try and tear away the vines. | ||
| action type = both | | action type = both | ||
| cost = action | |||
| hit cost = bonus | |||
| hit cost2 = spell1 | |||
| attack roll = yes | | attack roll = yes | ||
| damage = weapon | | damage = weapon |
Revision as of 11:04, 11 November 2023
Ensnaring Strike is a level 1 conjuration spell. This spell allows spellcasters to use melee weapon attacks to ensnare enemies with thorny vines and deal Piercing damage to them each turn.
This spell is the melee variant of
.Description
Your attack summons thorny vines, dealing Weapon Damage and possibly your target.
Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Properties
- Cost
- Action
- Cost on hit
- Bonus action
- Damage
- Normal weapon damage
- Details
- Attack roll
- Melee: 1.5 m / 5 ft
- Concentration
At higher levels
Upcast: condition deals an extra 1d6Piercing damage per level.Variants
Condition: Ensnared
Duration: 10 turns
- Cannot move and takes 1d6Piercing damage per turn.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.