You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
* - (a bit of spiderweb)
Given that:
If the creature starts its turn in the middle of the 20' cube and makes their saving throw, then moves only another 5', then the creature is not restrained at the moment but will start its next turn in the web and will have to make another saving throw.
also in swarmkeeper for ranger
Would the Web itself be considered magical, for purposes of interplay with Freedom Of Movement? Or would you still have to make a save to not be restrained if you have FoM active?
yes it is magical
To someone who can edit these pages, the Swarmkeeper Ranger gets this spell as well.
It does not have to keep making saves or checks when moving around inside the web ON the same turn that it broke free. HOWEVER, if by the time your turn is up again, and your still inside the webs, you do get restrained again, if you fail your save, as your starting your turn in the webs.
according to sage advice Jeremy crawford stats that web spell only does 2d4 fire damage no matter size or how much of the web covers you.
Cast fireball on an area covered in webs you won't regret it (I made a forum thread about it)
I don't appreciate how this spell uses multiple different abilities for resisting the spell's effects. Most creatures that aren't very strong are usually pretty agile.
The strength save isn't automatic at the end of their turn, they have to take an action to attempt to break free.
So yes the high str low dex based baddy might more easily get trapped, and more easily get out, but that is still a wasted action for them to attempt to get out. and its AOE, and difficult terrain, and last multiple turns, and if you have forced movement and can push them back in adding a chance for them to be trapped again at the start of their next turn, to waste another action. Which means he isn't damaging the party and much easier to hit by everyone while stuck.
For a 2nd level spell that is pretty good.
My swarmkeeper ranger just reached lvl 9 and I saw that the spell web can be upcasted to 3rd level, what's up with that?
You can spend a higher level spell slot, but you won't get any additional benefits unless the spell description says so. In this case, there is no benefit to upcasting web. The only time you would do that is if you were out of 2nd lvl slots and really wanted to burn a 3rd lvl to cast web.
Is there any way for a Cleric to get this? I know there are many feats out there that give you new spells but they don't go beyond 1st level and they just had to make this a 2nd level spell.
A cleric is a spellcaster, so could attune to a wand of web.
Dip three levels into Circle of the Land (Underdark) Druid.
Word?
Another spell druids can't cast. Thanks Wizards
Its "Wizards", not "Druids of the Coast"
Anyone else getting the want to be spider man
"If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling" -- I don't get it. What else is there? If you don't have the two anchor points, you can always layer the web, so what's the point of this rule?