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); Wizard (Abjurer); Wizard
Source: Xanathar’s Guide to Everything p. 165