Snare Spell 5E

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 67th episode of our first level spell series. Today we’re going to be taking a look at snare dnd 5e spell. Now this particular jam is usable by the druid, ranger, wizard and artificer. So quite a variety of the casting classes and it is found in the xanathar’s guide to everything book so it’s pretty cool i really like this one. With that out of the way let’s take a look at its mechanics.

Mechanics

The effect at a glance is as followed: prepare a 5ft radius magical trap when a small to large creature moves over the area they must make a dexterity save. On a failed save they are hoisted upside down 3ft into the air and have the restrained condition until the end of the spell. The saving throw is repeated at the end of the each turn. The trap can be detected by an investigation check versus your spell save DC. A creature can release another by making a successful arcana check against your spell save DC.

  • Level: 1st
  • Casting Time: 1 Minute
  • Range/Area: Touch
  • Components: S, M * (30 feet of cord or rope, which is consumed by the spell)
  • Duration: 8 Hours
  • School: Abjuration
  • Attack/Save: DEX Save
  • Damage/Effect: Restrained

The cast time is one minute which is quite long for a first level spell and it’s the main reason people do not choose this one however i’ll explain a way around that pretty quick. The range is a touch, the duration is an impressive eight hours.

The components are somatic and material if you’re curious about that material component you should be it’s a 25 feet of rope which this spell consumes so it is a necessary component, you can’t get away with just using any all focus and the somatic meaning you have to gesture with one hand.

The school is abjuration which is pretty interesting i would have thought enchantment but whatever abjuration works too. And just something they quickly touch on please note that in the component section verbal is not a component that plays in later. All right now let’s take a look at the full description.

Description

While you make to do cast this Snare spell, you can easily use the cord or else rope to create the circle with the 5-foot radius on a flat surface within your reach. But whenever you finish the casting, the cord or else the rope could disappear to become the magical trope. Almost this trap is close to invisible and it also requires the successful Intelligence (Investigation) which checks against to your spell save DC to be found.

Also the trap can triggers whenever the small creature or else the larger moves into an area protected by a spell. Even though the triggering creatures must be succeeded on a Dexterity saving throw or else fall prone and also it must be hoisted into the air until unless it could hangs upside down 3 feet above of protected surface, wherever it is restrained.

Even though the restrained creature able to make the dexterity saving throw with some disadvantage at an end of each of its turns and even ends the restrained effect on a particular success. So, Alternatively an another creature which able ti reach the restrained creature able to use an action for making an Intelligence (Arcana) check against to your spell save DC. On a specific success, the restrained effect can also end. After the trap has been triggered, the spell would end whenever no creature is restrained by it.

Very cool stuff, if you are curious about the restrained condition and of itself. A restrained creature speed becomes zero and it can’t benefit from any bonus to speed attackers against the creature have advantage and when the creature rolls its attack rules that has disadvantage.

The creature has disadvantage on dexterity saving throws as well. Very cool stuff and very interesting because has to make a dexterity saving throw to a try and get out of there so it does so with disadvantage.

Which is pretty cool, it’s kind of a build-in failsafe kind of mechanic and it makes sense from a logical perspective as well. Needless to say i really like this one, i haven’t personally used it to some pretty cool effects over the years and you know honestly i know why it gets a bad rep but i’m gonna share with you kind of good ways around that. Without further ado let’s take a look at some alternative uses.

Alternative Uses

The main alternative use that i’ve had the most success with is using it to booty-trap an object. A good example would be a chest of drawers that neat that are likely to be rummaged through, it makes a lot of sense to put the trap there and as soon as i stand there and waste them up and if you use an alarm spell or something like magic stone and you can actually make that a little bit pronounced. Like you can alert yourself basically if that makes sense.

Another great way to take advantage of this spell and this is a great way to get over the cast time and the range of touch is have your familiar set up the spell. The familiars usually have quite good stealth in this example we’re gonna be using the cat which has a bonus of stealth which is really nice.

Set it up on a doorway or some other fairly open space you know and just sit back and watch the action play out. I personally i really like this one, a lot of DMs usually use it as well so it’s something they’d be alert for if you’re in someone’s home doing a B and E campaign or in a particularly overly trapped dungeon just make it drive for.

Spell Lists: Druid, Ranger, Wizard

Conclusion

That being said, thank you so much for checking out this article guys! I really appreciate having you here and if you have any cool ideas on how to use snare please put them down in the comment section below and as always happy casting everyone.

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