Snare D&D 5th Edition 1st Level Spell Guide

Snare

  • Level: 1
  • Casting time: 1 Minute
  • Range: Touch
  • Components: S, M
  • Duration: 8 hours
  • Ritual: No
  • Concentration: No
  • Save: DEX Save
  • Damage: Restrained
  • Spells: Artificer, Druid, Ranger, Wizard
  • Source: 165 from Xanathar’s Guide To Everything

SPELLS OBJECT

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

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