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 atDiceAverageRange
1st slot3.51–6
2nd slot72–12
3rd slot10.53–18
4th slot144–24
5th slot17.55–30
6th slot216–36
7th slot24.57–42
8th slot288–48
9th slot31.59–54

The odds of 1d6

1: 16.67%2: 16.67%3: 16.67%4: 16.67%5: 16.67%6: 16.67%
1chance of each total for 1d66
TotalChance
2 or more83%
4 or more50%
5 or more33%
6 or more17%

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.

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.