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Ensnaring Strike (Ranged)
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For the melee version of this spell, see Ensnaring Strike (Melee).

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
- Ranged weapon attack roll
- STR Save (Spell save DC)
- Range: 18 m / 60 ft
- 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
Condition: Ensnared
Ensnared
Duration: 10 turns
Spell save DC Strength saving throw
- 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
This spell is a variation of:
Notes
- This spell pairs well with the Ranger's Favoured Enemy passive Bounty Hunter.
Bugs
- When upcast to level 4, Ensnaring Strike (Ranged) erroneously costs an Action + Level 4 Spell Slot on use and a Bonus Action + Level 1 Spell Slot on hit.