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Ensnaring Strike
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Description
Your attack summons thorny vines that possibly Ensnare 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 + Level 1 Spell Slot
- Damage: 1~6
- Details
- Attack Roll
- STR Save (Spell save DC)
- Concentration

Normal weapon damage
+ 1d6Piercing (Per turn)
At higher levels
Upcasting: Ensnared condition deals an extra 1d6Piercing damage per level.
Technical details
UID
Projectile_EnsnaringStrike_ContainerVariants
Condition: Ensnared
Ensnared
Duration: 10 turns
- Cannot move and takes 1d6 damage per turn.
- Attack rolls against the creature have Advantage, while the creature's Attack Rolls and Dexterity Saving throws have Disadvantage.
How to learn
Classes:
- Class level 2: Ranger
- Class level 3: Oath of the Ancients (Oath Spell)
Notes
- Ensnaring Strike uses a weapon attack roll and thus triggers Extra Attack.
- Ensnaring Strike pairs well with Bounty Hunter.
External links[edit | edit source]
- on the Forgotten Realms Wiki




















