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