All magic casters, all sizes and shapes! We are glad you have come to my spellbook. We will be looking at the most powerful ranger spells today. Ensnaring Strike Spell 5e is the best ranger spell. It can only be used by the ranger classes and it’s found in the player handbook. Let’s not waste any time describing the magic of this spell.
Table of Contents
- Casting time: 1 bonus action
- Range: Personal
- Time: One Minute (Concentration).
- Higher Levels: 1d6 for each spell slot over 1st
- Components: Verbal
- School: Conjuration
Cast time is a bonus one action, so there’s some really great stuff. It is concentration-based, self-directed and lasts for one minute. These components can be verbalized and conjuration is the school.
At a glance, the effect is: When you hit a creature using a weapon attack with your weapon, vines surround and surround that target. If they fail, the target must make a strength saving against your spell casting DC. The save is more effective for large creatures. The vines will shrivel after a successful save.
At the beginning of each turn, the target suffers 1d6 piercing injury. Target or another creature may use their action with another strength to get rid of the vines. Perfect! Let’s take a look at the complete description.
If you use an Ensnaring Strike to spell the next time, you must hit the creature with a weapon strike before it ends. A writhing mass thorny vines will appear at the point of impact. The target should succeed on a Strength saving throw. Otherwise the magic vines should keep the target from being struck until the end. This saving throw is more favorable for larger creatures than those that are smaller. If the target succeeds on the saving throw, the vines will shrivel.
The target is subject to 1d6 damage per turn when it’s restrained by the spell. A creature that is not restrained by vines, or another creature that can be touched can actually use the action to make a Strength check against your DC. The target is now free, if the success was a success.
Are you interested in sacred Flame 5e Spell?
The Higher Levels
Cast this spell using the 2nd or higher level spell slots. The damage is increased by 1d6 each level of the slot above 1.
Wowzers! There is a lot of stuff there. It might help to note that the vines grow from the spot where the target was hit, not from the ground. This is an important point that I will discuss later. It is a beautiful visual. This is awesome stuff.
It makes perfect sense that larger animals have disadvantages. You can still influence them. As you can imagine, this is possible. I’ll show you how to get creative later. The restraint condition has been broken down to the point that the target being restrained is unable to move at all. They have an advantage over their attackers, and disadvantage against their attacks. Also they have disadvantage on dex saving which is quite common and makes sense. Let’s now look at some of the other uses.
This doesn’t necessarily mean that it has to be melee, but you can use this with ranged weapon as well. I really believe this is where the magic happens. Nevertheless, it is worth noting! You can use this to stop an opponent running away, or from the chase scene starting.
You can also use the vines to shoot directly from the contact point and not the ground. This makes it possible to easily drop targets.
What does this mean for you sentinel feat enthusiasts? How can you use it properly. You can drop dragons with it. It’s cool that they take falling damage. It also makes clear that the speed of the restraining conditions is zero, which includes fly speed. This is a very interesting idea. You can use it on ridiculously large enemies like the tarasque, which I think would make for a hilarious joke.
It’s not all bad, however! Trusts can have an enormous strength modifier, but you never know when you’ll be arrested. That is a great image.
Five-Element Attributes of Ensnaring Strike Spell
|Casting time||1 Bonus action|
|Time||Concentration up to one minute|
It’s all said and done! I’d love to know if there are any other uses of Ensnaring strike or crazy builds or stories that revolve around the spell. Please leave a comment below. I’m always open to hearing from you and hope that this community grows. I wish everyone a happy day, and I hope you have a wonderful day.
A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Simply put, Ensnaring Strike states the target, if hit, is restrained ‘until the spell ends’.17-Feb-2018
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Of course, you can conceivably get 1d6 damage per turn out of Ensnaring Strike, while providing a very potent form of crowd control.27-Dec-2016
The spell is conjuration, cast time is one action, you hit a creature with your weapon and vines come out. The vines restrict the target. After 1d6 turns of hitting the target and being restrained by the vines, the vines shrivel and break off from the target.