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Ensnaring Strike (Melee): Difference between revisions

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{| role="presentation" class="wikitable"
{| role="presentation" class="wikitable"
| <strong>[[File:Ensnared Condition Icon 3.png|frameless|upright=0.12]] Ensnared</strong>
| <strong>[[File:Ensnared Condition Icon.png|frameless|upright=0.12]] Ensnared</strong>
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| {{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: 10 turns}}
| {{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: 10 turns}}

Revision as of 14:08, 16 July 2023

Ensnaring Strike (Melee) 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.

"Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines."

Action Icon.png Action B.Action Icon.png Bonus Action Spell Slot Icon.png Level 1 Spell Slot

Damage Weapon Damage + 1d6
Damage Types Piercing
Range Weapon Range
School Conjuration
Saving Throw Strength
Concentration Required
Condition Ensnared
Duration 10 turns
Class Ranger

Description

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target.

Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Properties

Action Icon.png Action + B.Action Icon.png Bonus Action + Spell Slot Icon.png Level 1 Spell Slot

Available to level 2 Ranger.

At Higher Levels

When the spell is cast a 2nd Level or higher, ensnared damage at the end of each turn increases by 1d6 Physical damage for each spell slots level above 1st.