publish: true
aliases:

  • Snare
    created: 2026-03-09T12:15:34.015-04:00
    modified: 2026-03-09T12:15:34.015-04:00
    published: 2026-03-09T12:15:34.015-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/xge
  • ttrpg-cli/spell/class/artificer
  • ttrpg-cli/spell/class/bard
  • ttrpg-cli/spell/class/druid
  • ttrpg-cli/spell/class/ranger
  • ttrpg-cli/spell/class/wizard
  • ttrpg-cli/spell/feat/artificer-initiate
  • ttrpg-cli/spell/feat/magic-initiate/wizard-spells
  • ttrpg-cli/spell/level/1st-level
  • ttrpg-cli/spell/school/abjuration
  • ttrpg-cli/spell/subclass/abjurer
  • ttrpg-cli/spell/subclass/arcane-trickster
  • ttrpg-cli/spell/subclass/college-of-lore
  • ttrpg-cli/spell/subclass/eldritch-knight
  • ttrpg-cli/spell/subclass/house-of-bishops
    cssclasses:
  • json5e-spell
    obsidianUIMode: preview
    classes:
  • Artificer
  • Bard
  • Bard (College of Lore)
  • Druid
  • Fighter (Eldritch Knight)
  • Ranger
  • Rogue (Arcane Trickster)
  • Warmage (House of Bishops)
  • Wizard
  • Wizard (Abjurer)

Snare

1st-level, Abjuration

  • Casting time: 1 minute
  • Range: Touch
  • Components: S, M (25 feet of rope, which the spell consumes)
  • Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Classes: Artificer; Bard (College of Lore); Bard; Druid; Fighter (Eldritch Knight); Ranger; Rogue (Arcane Trickster); Warmage (House of Bishops); Wizard (Abjurer); Wizard

Source: Xanathar’s Guide to Everything p. 165