Ensnaring Strike

Ensnaring Strike 5e: Trigger, Restraint, and Escape

Last Update:February 18, 2025

Ensnaring Strike is a ranger spell I value for control more than damage. Under the 2014 rules, the ranger commits the bonus action and concentration before knowing whether an attack will hit, but one failed Strength save can pin a dangerous target in place for the party.

A ranger's weapon strike erupting into magical restraining vines

Ensnaring Strike 5e — Quick Spell Reference

Ensnaring Strike
1st-level • Conjuration
Casting Time1 bonus action
RangeSelf
Components V
DurationUp to 1 minute
ConcentrationYes
RitualNo
ClassesRanger
SourcePlayer's Handbook, pg. 237

How Ensnaring Strike Works

The ranger casts Ensnaring Strike as a bonus action and begins concentrating on it. The next time the ranger hits a creature with a weapon attack before the spell ends, thorny vines appear at the point of impact and the target makes a Strength saving throw.

On a failed save, the target is restrained until the spell ends. A Large or larger creature has advantage on this initial save. On a successful save, the vines wither away and the spell ends.

The spell works with a melee or ranged weapon attack. It does not require the target to stand on soil, and it has no creature-type restriction.

What If the Ranger Misses?

Missing does not end Ensnaring Strike. The ranger can keep concentrating and try to trigger it with a later weapon hit before the 1-minute duration expires.

Concentration begins when the spell is cast, not when the attack hits. Taking damage before landing a hit can therefore end the spell through a failed concentration save. Casting another concentration spell also ends it.

The spell says the next weapon hit triggers the vines, so the ranger cannot save the effect after hitting an undesirable target. Choosing attacks carefully matters while it is active.

A ranger maintaining Ensnaring Strike after a missed attack

The Restrained Condition

A restrained target has speed 0 and cannot benefit from bonuses to speed. Attack rolls against it have advantage, its own attack rolls have disadvantage, and it has disadvantage on Dexterity saving throws.

Restrained does not make the creature incapacitated. It can still take actions, cast spells, speak, and use abilities unless the restrained condition or another rule prevents the specific activity.

If a flying creature is restrained, its speed becomes 0. Under the normal flying rules, a flying creature that is knocked prone, has its speed reduced to 0, or otherwise loses the ability to move falls unless it can hover or is being held aloft by magic. Apply those rules to the creature’s form of flight.

Damage and Escaping the Vines

While restrained, the target takes 1d6 piercing damage at the start of each of its turns. This damage can force a concentration save if the target is maintaining a spell.

The restrained creature, or another creature that can reach it, can use an action to make a Strength check against the ranger’s spell save DC. On a success, the target is freed and the spell ends.

That escape roll is an ability check, not a saving throw. The 2014 spell does not call for a Strength (Athletics) check, so a feature must apply to the stated Strength check to modify it. A creature can also end the spell indirectly by breaking the ranger’s concentration.

Casting Ensnaring Strike at Higher Levels

The piercing damage increases by 1d6 for each slot level above 1st:

Spell slot Damage at the start of each target turn
1st 1d6 piercing
2nd 2d6 piercing
3rd 3d6 piercing
4th 4d6 piercing

Upcasting does not change the initial save, escape check, duration, or size-based advantage.

A creature held in thorny vines by Ensnaring Strike

2014 vs. 2024 Rules

The spell’s timing changed materially in 2024. The 2014 ranger casts Ensnaring Strike before attacking; the next weapon hit during the spell triggers the vines, and concentration can be lost before that happens.

In the 2024 rules, the ranger casts the spell as a bonus action immediately after hitting a creature with a weapon. That removes the risk of pre-casting and missing, and concentration begins only after a hit is available to trigger the spell. The 2024 escape roll is expressly a Strength (Athletics) check. The quick-reference table and main rulings above describe the 2014 spell.

Frequently Asked Questions

Is 2014 Ensnaring Strike cast after a hit?

No. It is cast first, and the next weapon hit before the spell ends triggers the vines.

Does a missed attack end the spell?

No. The ranger can maintain concentration and try to hit later within the duration.

Can an ally free the restrained creature?

Yes. The target or another creature that can reach it can use an action to attempt the Strength check.

Does Ensnaring Strike work with a ranged weapon?

Yes. It triggers on a weapon attack, not only a melee weapon attack.