Ensnaring Strike (Melee): Difference between revisions

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'''Ensnaring Strike (Melee)''' is a [[Spells#1st Level Spells|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.
'''Ensnaring Strike (Melee)''' is a [[Spells#1st Level Spells|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.
Learning this spell also confers the ranged version of the same spell: [[Ensnaring Strike (Ranged)|Ensnaring Strike (Ranged]]).


[[Category:Spells]][[Category:Level 1 Spells]][[Category:Conjuration Spells]]
[[Category:Spells]][[Category:Level 1 Spells]][[Category:Conjuration Spells]]

Revision as of 16:54, 28 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.

Learning this spell also confers the ranged version of the same spell: Ensnaring Strike (Ranged).

"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.

  • Damage: Weapon Damage + 1 ~ 6 Piercing
  • Range: Range Icon.png Weapon Range
  • Saving Throw: Saving Throw Icons.png Strength
  • Concentration: Concentration Icons.png Required

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.