There is a very fun spell available to rangers called Ensnaring Strike that I am a real fan of (even if it has a couple of areas of possible room for improvement). This spell does (or can, anyway) inflict damage to its target, but I don't believe that damage is its prime function. Similar spells and effects exist in the core game rules and in a couple other official optional rules expansions. I thought some of us on these forums would like a place to talk about, in a positive light, how this spell can be used used well, in which kind of scenarios, some fun stories of this spell working well in actual games, and maybe some comparisons to similar effects and spells.
Right off of the bat I find Ensnaring Strike to fit in a similar category to several other spells and abilities in the game that impose the restrained condition on a target, all of which use optional but official rules expansions. Ensnaring strike uses wisdom for its saving throw, which for a ranger might be the primary, secondary, or tertiary ability stat, depending on your character and some optional rules. One little interesting bit here is that there is an initial strength saving throw, but after that it is a straight strength ability check. Not a saving throw. Not a strength athletics check. Just a plain old strength ability check. he other good for this spell is it is straight up magical damage. This spell also can be paired with the full attack action. The bad for this initially is that large or larger creatures have advantage on the initial saving throw (BOO!!!), and smaller and perhaps weaker targets, like an enemy magic user, are likely to have advantage as so many monster stat blocks for magic users and powerful medium creatures have advantage on saving throws against magic. BUT! If this sticks, it sticks hard. No more advantage for either situation now as they are all making strength ability checks YAY!!! So that is good. Restrained is a very powerful condition to inflict on an enemy, and this spell does that with a cheep resource and via any weapon attack. A sword, a dagger, an arrow, a chair leg, anything. It is also V (verbal) component only! Which is great for any kind of fighting style and situation...except underwater.
Entangle is basically trading damage for a decent size area of effect. It is a druid spell, but available to rangers with Tasha's available as a resource. It uses wisdom for its saving throw as well. A little nicer in that large creatures don't have advantage on the initial saving throw. It is a full action though, so on top of dealing zero damage, you are trading out your entire action to cast this spell.
The Arcane Archer subclass for fighter gets an effect that does a similar effect in its Grasping Arrow arcane shot choice. In my opinion, and apparently in the opinions of several notable online D&D creators, this one option for this subclass makes it a viable subclass. Compared to ensnaring strike there are several interesting pros and cons. (con) Arcane Archers calculate their saving throw DC using intelligence. (pro/con) They only get 2 uses of this, but both of those uses you get back on short rests and you get more (kind of) at level 15. (pro) Zero concentration! And it lasts for a minute. (pro) You only have to use on a hit and it automatically works with no initial saving throw. (pro) Some poison damage and speed reduction, on top of the marvelous restrained condition, right away. Guaranteed. (con) Any additional damage is entirely in the hands of the effected enemy. There is no ongoing damage unless it chooses to move. (con) Although still not a saving throw, the way to get out of this uses a full on strength athletics check. Now I think I can count the number of creatures in the monster manual with proficiency in athletics check on my fingers and toes, it is at least worth noting. (pro) The damage a target can take if it moves is magical damage.
The Rune Knight subclass for fighter gets an option called the Fire Rune. A similar effect in that it does some damage and restrains on a hit, but there are differences. (con) Zero concentration! And it lasts for a minute. (pro) it combines with the attack action. (con/pro) You only have 1 use of this (two later) but that use you get back on a short rest. (pro) Fire damage is taken right away, no matter what. (con) The target does get to make a strength saving throw to avoid any ongoing effects, both additional damage and the restrained condition. (pro) More and more damage at the start of each of the target's turn. (con) The target makes additional attempts to escape via a strength saving throw. (pro) ONLY the target can attempt to get out of the fire. No other creature can make the attempt for them. (con) Fire damage is not the "best damage".
I will point out that this spell synergizes with HEX. Good rangers are good team players. I feel like, earlier in the 5e cycle it was easier to hinder enemy skill ckecks than it was to hinder enemy saving throws.
I also really like the fact that it doesn't have to be a creature on the ground.
I will point out that this spell synergizes with HEX. Good rangers are good team players. I feel like, earlier in the 5e cycle it was easier to hinder enemy skill ckecks than it was to hinder enemy saving throws.
I also really like the fact that it doesn't have to be a creature on the ground.
Oh my! I hadn't even considered the part about using this (along with arrow damage) for flying enemies! How could I miss that?! What a boon for this spell!
I once DM'ed a oneshot for a party of 11th-level Oops All Rangers. The Swarm Keeper got separated from the rest of the group and attacked by a giant Roc.
He solo'ed the Roc with Ensnaring Strike. It was honestly quite impressive.
I have to admit, I am very disappointed in myself for not thinking about the benefit of ensnaring strike to be an option for flying enemies. It makes so much sense to me know that Roscoevian pointed it out. I really understand that the large creature has advantage to save part much better now. Without that, although still disappointing for a player, this would be an extremely potent anti flying spell, for a 1st level slot! Perhaps too powerful without it. Griffons, Rocs, smaller dragons, all of these would have a decent chance of just being brought to the ground if not for the large creature advantage on the saving throw.
I liked this spell over entangle in many situations to begin with, but now it has pulled way ahead in my book.
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There is a very fun spell available to rangers called Ensnaring Strike that I am a real fan of (even if it has a couple of areas of possible room for improvement). This spell does (or can, anyway) inflict damage to its target, but I don't believe that damage is its prime function. Similar spells and effects exist in the core game rules and in a couple other official optional rules expansions. I thought some of us on these forums would like a place to talk about, in a positive light, how this spell can be used used well, in which kind of scenarios, some fun stories of this spell working well in actual games, and maybe some comparisons to similar effects and spells.
Right off of the bat I find Ensnaring Strike to fit in a similar category to several other spells and abilities in the game that impose the restrained condition on a target, all of which use optional but official rules expansions. Ensnaring strike uses wisdom for its saving throw, which for a ranger might be the primary, secondary, or tertiary ability stat, depending on your character and some optional rules. One little interesting bit here is that there is an initial strength saving throw, but after that it is a straight strength ability check. Not a saving throw. Not a strength athletics check. Just a plain old strength ability check. he other good for this spell is it is straight up magical damage. This spell also can be paired with the full attack action. The bad for this initially is that large or larger creatures have advantage on the initial saving throw (BOO!!!), and smaller and perhaps weaker targets, like an enemy magic user, are likely to have advantage as so many monster stat blocks for magic users and powerful medium creatures have advantage on saving throws against magic. BUT! If this sticks, it sticks hard. No more advantage for either situation now as they are all making strength ability checks YAY!!! So that is good. Restrained is a very powerful condition to inflict on an enemy, and this spell does that with a cheep resource and via any weapon attack. A sword, a dagger, an arrow, a chair leg, anything. It is also V (verbal) component only! Which is great for any kind of fighting style and situation...except underwater.
Entangle is basically trading damage for a decent size area of effect. It is a druid spell, but available to rangers with Tasha's available as a resource. It uses wisdom for its saving throw as well. A little nicer in that large creatures don't have advantage on the initial saving throw. It is a full action though, so on top of dealing zero damage, you are trading out your entire action to cast this spell.
The Arcane Archer subclass for fighter gets an effect that does a similar effect in its Grasping Arrow arcane shot choice. In my opinion, and apparently in the opinions of several notable online D&D creators, this one option for this subclass makes it a viable subclass. Compared to ensnaring strike there are several interesting pros and cons. (con) Arcane Archers calculate their saving throw DC using intelligence. (pro/con) They only get 2 uses of this, but both of those uses you get back on short rests and you get more (kind of) at level 15. (pro) Zero concentration! And it lasts for a minute. (pro) You only have to use on a hit and it automatically works with no initial saving throw. (pro) Some poison damage and speed reduction, on top of the marvelous restrained condition, right away. Guaranteed. (con) Any additional damage is entirely in the hands of the effected enemy. There is no ongoing damage unless it chooses to move. (con) Although still not a saving throw, the way to get out of this uses a full on strength athletics check. Now I think I can count the number of creatures in the monster manual with proficiency in athletics check on my fingers and toes, it is at least worth noting. (pro) The damage a target can take if it moves is magical damage.
The Rune Knight subclass for fighter gets an option called the Fire Rune. A similar effect in that it does some damage and restrains on a hit, but there are differences. (con) Zero concentration! And it lasts for a minute. (pro) it combines with the attack action. (con/pro) You only have 1 use of this (two later) but that use you get back on a short rest. (pro) Fire damage is taken right away, no matter what. (con) The target does get to make a strength saving throw to avoid any ongoing effects, both additional damage and the restrained condition. (pro) More and more damage at the start of each of the target's turn. (con) The target makes additional attempts to escape via a strength saving throw. (pro) ONLY the target can attempt to get out of the fire. No other creature can make the attempt for them. (con) Fire damage is not the "best damage".
I will point out that this spell synergizes with HEX. Good rangers are good team players. I feel like, earlier in the 5e cycle it was easier to hinder enemy skill ckecks than it was to hinder enemy saving throws.
I also really like the fact that it doesn't have to be a creature on the ground.
Oh my! I hadn't even considered the part about using this (along with arrow damage) for flying enemies! How could I miss that?! What a boon for this spell!
I once DM'ed a oneshot for a party of 11th-level Oops All Rangers. The Swarm Keeper got separated from the rest of the group and attacked by a giant Roc.
He solo'ed the Roc with Ensnaring Strike. It was honestly quite impressive.
Amazing!
I have to admit, I am very disappointed in myself for not thinking about the benefit of ensnaring strike to be an option for flying enemies. It makes so much sense to me know that Roscoevian pointed it out. I really understand that the large creature has advantage to save part much better now. Without that, although still disappointing for a player, this would be an extremely potent anti flying spell, for a 1st level slot! Perhaps too powerful without it. Griffons, Rocs, smaller dragons, all of these would have a decent chance of just being brought to the ground if not for the large creature advantage on the saving throw.
I liked this spell over entangle in many situations to begin with, but now it has pulled way ahead in my book.