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.
Check also: Paladin Spells 5e
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.
Snare 5e
- 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.
FAQs
Certainly! Here are some frequently asked questions about the snare spell in D&D 5e, along with their answers:
Q: What does the snare spell do?
A: The snare spell creates a trap that can immobilize or damage creatures that trigger it. When you cast the spell, you specify a trigger that will activate the trap (such as a creature stepping on a certain spot or touching an object). When the trigger occurs, the trap activates and ensnares the triggering creature, either restraining it or dealing damage to it.
Q: What level is the snare spell?
A: The snare spell is a 1st-level spell.
Q: What’s the range of the snare spell?
A: The range of the snare spell is touch, meaning you have to touch the spot where you want to create the trap.
Q: How long does the snare spell last?
A: The snare spell lasts until it is triggered or until it is dispelled.
Q: What’s the difference between the snare spell and other trap spells like alarm or glyph of warding?
A: The main difference between the snare spell and other trap spells is that the snare spell is a physical trap that is triggered by a specific action, whereas spells like alarm and glyph of warding create magical effects that trigger when certain conditions are met (such as a creature entering a certain area or opening a container). Additionally, the snare spell is designed to immobilize or damage creatures that trigger it, while other trap spells might have different effects (such as sounding an alarm or inflicting a curse).
Q: Can the snare spell be disarmed or avoided?
A: The snare spell can be disarmed or avoided if the triggering action is detected and the trap is approached carefully. A character can make a Wisdom (Perception) check to spot the trap before triggering it, or a Dexterity check to avoid it if they know where it is. Additionally, a character can attempt to disarm the trap with a successful Intelligence (Investigation) check.
Q: Can the snare spell be used to trap anything other than creatures?
A: The snare spell is specifically designed to trap creatures, so it wouldn’t be very effective against inanimate objects or other types of entities (such as undead or constructs). However, a DM might allow creative uses of the spell depending on the situation.