Since the release of the 5th Edition of Dungeons & Dragons, I actually have had the chance to run a full campaign spanning levels 1 to twenty. During this campaign, we ran through the 2 Tyranny of Dragons adventures, Hoard of the Dragon Queen and Rise of Tiamat and extended beyond the Sword Coast into the depths of the Nine Hells where our heroes hamper tremendous foes, including a couple of from Kobold Press’s upcoming Tome of Beasts. Finally, at level 20, our heroes faced the fully powered goddess of dragons herself, Tiamat.
As you cast this spell, you utilize the rope to make a circle with a 5-foot radius on the bottom or the ground. Once you finish casting, the rope disappears and therefore the circle becomes a magic trap.
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
- Duration: Until dispelled or triggered
This trap is almost invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a little, Medium, or Large creature moves onto the bottom or the ground within the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging the wrong way up 3 feet above the bottom or the ground. The creature is restrained there until the spell ends.
A restrained creature can make Dexterity saving throw at the top of every one of its turns, ending the effect on itself on a hit. Alternatively, the creature or somebody else who can reach it can use an action to form an Intelligence (Arcana) check against your spell save DC. On a hit, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
While you cast this spell, you employ the cord or rope to make a circle with a 5-foot radius on a flat surface within your reach. Once you finish casting, the cord or rope disappears to become a magical trap.
The trap is almost invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a little creature or larger moves into the world protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs the wrong way up 3 feet above the protected surface, where it’s restrained.
The restrained creature can make a Dexterity saving throw with an obstacle at the top of every one of its turns and ends the restrained effect on a hit. Alternatively, another creature that will reach the restrained creature can use an action to form an Intelligence (Arcana) check against your spell save DC. On success, the restrained effect also ends.
Snare 5e is often found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. During a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall into a fusillade of Poisoned darts.