Ensnaring Strike
1st-level conjuration · 1d6 Piercing damage, average 3.5
3.5 average Piercing damage · 1–6
Roll Ensnaring Strike
Press a roll button. The dice land here.
Spell details
- Level
- 1st-level
- School
- Conjuration
- Casting time
- Bonus Action, which you take immediately after hitting a creature with a weapon
- Range
- Self
- Components
- V
- Duration
- Concentration, up to 1 minute
- Classes
- Ranger
- Save
- Strength
Ensnaring Strike damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 1st slot | 3.5 | 1–6 | |
| 2nd slot | 7 | 2–12 | |
| 3rd slot | 10.5 | 3–18 | |
| 4th slot | 14 | 4–24 | |
| 5th slot | 17.5 | 5–30 | |
| 6th slot | 21 | 6–36 | |
| 7th slot | 24.5 | 7–42 | |
| 8th slot | 28 | 8–48 | |
| 9th slot | 31.5 | 9–54 |
The odds of 1d6
| Total | Chance |
|---|---|
| 2 or more | 83% |
| 4 or more | 50% |
| 5 or more | 33% |
| 6 or more | 17% |
Ensnaring Strike against other 1st-level damage spells
By average damage on one target, Ensnaring Strike ranks 11th of 15 1st-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Guiding Bolt | 4d6 | 14 |
| Hellish Rebuke | 2d10 | 11 |
| Inflict Wounds | 2d10 | 11 |
| Burning Hands | 3d6 | 10.5 |
| Dissonant Whispers | 3d6 | 10.5 |
| Magic Missile | 3d4 + 3 | 10.5 |
| Divine Smite | 2d8 | 9 |
| Ray of Sickness | 2d8 | 9 |
| Thunderwave | 2d8 | 9 |
| Ice Knife | 1d10 | 5.5 |
| Ensnaring Strike | 1d6 | 3.5 |
| Hex | 1d6 | 3.5 |
| Hunter's Mark | 1d6 | 3.5 |
| Searing Smite | 1d6 | 3.5 |
| Divine Favor | 1d4 | 2.5 |
Rules text
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
At higher levels. The damage increases by for each spell slot level above 1.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.