Ensnaring Strike

1st level Conjuration
Casting Time
1 Bonus Action
Range
Self
Duration
Concentration, up to 1 minute
Components
V
Class
Ranger

Spell Description

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

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. 

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6
Min Damage 1 2 3 4 5 6 7 8 9
Average Damage 3.5 7 10.5 14 17.5 21 24.5 28 31.5
Max Damage 6 12 18 24 30 36 42 48 54
Lvl Dice Min Avg Max
1st 1d6 1 3.5 6
2nd 2d6 2 7 12
3rd 3d6 3 10.5 18
4th 4d6 4 14 24
5th 5d6 5 17.5 30
6th 6d6 6 21 36
7th 7d6 7 24.5 42
8th 8d6 8 28 48
9th 9d6 9 31.5 54

Is Ensnaring Strike Good?

Overall Rating: Green. This means that ensnaring strike is a good spell.

Overall Notes: Great 1st level spell to do some damage and restrain a creature. The caveat that you have to hit with a weapon attack AND they get to make a saving throw makes this spell a bit clunky, especially because it requires concentration. This means you could cast the spell, miss your attacks, get hit, fail the CON save, and lose the spell before it even has the chance to affect the target. Also, keep in mind that Large or larger targets get advantage on the save. The spell has a solid effect but it should be used with caution.