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Nature's Snare
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Nature's Snare is a variant of the Quarterstaves family of weapons that gives its wielder a chance to Ensnare non-plants and non-beasts on hit.
Thread-like vines wriggle along this wooden staff.
Properties
- One-handed damage
1d6 (1~6) + Strength modifier Bludgeoning - Two-handed damage
1d8 (1~8) + Strength modifier Bludgeoning - Details
- Quarterstaves
- Rarity: Uncommon
- Enchantment: None
- Versatile
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 1.8 kg / 3.6 lb
- Price: 400 gp
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UID
DEN_TunnelStaffUUID
4893bf4e-97e1-48e0-ada8-6bbf115ad68bStats
DEN_TunnelStaff
Special
The holder of this item gains:
Weapon actions
If you have proficiency, equip in main hand to gain:
- Topple ()
- Swipe at a creature to knock it Prone. ( Recharge: Short rest.)
Where to find
- Underground Passage X: -425 Y: -200: In a trapped Heavy Chest
Notes
Regarding Fly Trap:
- In addition to the combat round, Ensnare also loses a turn of duration at the beginning of the target's turn. Therefore, Fly Trap can prevent an opponent from moving for one turn at most.
- Piercing damage from Ensnare is applied each turn regardless of whether the save fails or succeeds.
- There are three different kinds saves:
- The first is when the condition is applied. The DC for this is 12.
- The second is at the beginning of the victim's first turn after receiving the condition. The DC for this is Spell save DC. The condition ends if save succeeds.
- The third is at the beginning of the possible second turn, but this one is redundant, because the condition always ends at the start of the second round (see bugs below) regardless of whether the save fails or succeeds. The DC for this is Spell save DC.
- The Sharpened Snare passive feature from Sharpened Snare Cuirass affects the second and third save but not the first one.
Gallery[edit | edit source]
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Appearance in game
External links[edit | edit source]
- Nature's Snare on the Forgotten Realms Wiki