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Entangle

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Entangle
  • Level: 1
  • School: Conjuration
  • Class: Druid, Ranger
  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Tactical Usage

Area Restraint: Entangle provides battlefield control through natural vegetation restraint. This 1st-level conjuration spell excels at immobilizing multiple enemies in natural terrain.

Optimal Timing: Deploy against grouped enemies, to create movement barriers, or when battlefield positioning control is crucial.

Resource Management: Uses a 1st-level spell slot - available from character level 1+. 1-minute concentration provides substantial area control.

Target Selection: 20-foot square within 90 feet. Affects all creatures in area regardless of allegiance.

Spell Combinations

Synergistic Spells:

  • Area Control: Combine with spike growth for dangerous movement zones
  • Damage Magic: Layer with moonbeam or similar area damage for enhanced effectiveness
  • Nature Magic: Pair with barkskin or other druid spells for comprehensive natural magic

Class Feature Interactions:

  • Wild Shape: Druids can use beast forms to move through entangled areas
  • Natural Explorer: Rangers gain movement advantages in natural terrain
  • Spell Save DC: Higher spellcasting ability improves restraint success

Multi-Caster Coordination: Multiple entangle areas can control large battlefield sections.

Material Component Details

Component Acquisition: No material components required - only verbal and somatic components needed.

Component Handling: Simple natural gestures representing connection to plant life and growth.

Roleplay Opportunities: Different vegetation reflects regional flora, seasonal growth, or druidic circle traditions.

Economic Considerations: No costs make this economically viable for regular battlefield control.

Creator Notes

Encounter Balancing: Area restraint significantly affects encounter mobility and tactical positioning.

NPC Usage: Druids, nature clerics, or plant creatures might use entangle for territorial control.

Environmental Considerations: 20-foot square provides significant area coverage. Works best in areas with plant life.

Campaign Integration: Essential druid magic for wilderness campaigns emphasizing natural battlefield control.

Environmental Interactions

Terrain Effects: 20-foot square affects significant encounter area. Vegetation emerges even in unlikely locations.

Weather Influence: Unaffected by weather, though natural growth might be thematically enhanced.

Structural Interactions: Can function in artificial environments through magical plant growth.

Elemental Interactions: Plant growth magic generally resistant to most elemental effects.

Common Rulings & Clarifications

Timing Questions: Action casting time with 1-minute concentration. Affects creatures in area immediately.

Target Limitations: All creatures in 20-foot square. Strength save to avoid restraint.

Duration Interactions: Concentration required. Creatures can attempt escape each turn.

Mechanical Interactions: Difficult terrain for all, restraint for failed saves. Strength check to break free.

Alternative Applications

Non-Combat Uses: Creating barriers, blocking passages, demonstrating natural power, or wilderness area denial.

Social Encounters: Intimidation through natural control, demonstrating druidic power, or wilderness negotiations.

Exploration Applications: Creating temporary barriers, blocking pursuit routes, or controlling dangerous areas.

Utility Functions: Area denial, natural barriers, wilderness control, or environmental demonstration.

Same School: Other conjuration spells like ensnaring strike (1st level single target), spike growth (2nd level area hazard), wall of thorns (6th level barrier).

Similar Effects: web (2nd level artificial restraint), spike growth (2nd level movement penalty), plant growth (3rd level area control).

Progression Options: entangle (1st level basic restraint), spike growth (2nd level area control), wall of thorns (6th level barrier creation).

Complementary Magic: spike growth (movement punishment), moonbeam (area damage), barkskin (natural protection).

Scaling Analysis

Level Progression: Remains valuable throughout campaigns for battlefield control and area denial.

Upcast Benefits: No improvement from higher spell slots, making this a pure 1st-level tactical investment.

Campaign Phases: Most effective in wilderness campaigns where natural battlefield control is tactically valuable.

Comparative Value: Excellent early-level area control that provides significant tactical advantage for minimal resource investment.

Narrative Flavor

Casting Description: Natural energy flows into the ground as magical growth causes vegetation to sprout and entangle all within the area.

Effect Manifestation: Grass, vines, and brambles surge from the earth to wrap around creatures and create difficult terrain.

Personal Style: Different druids manifest unique vegetation - forest undergrowth, desert thorns, swamp vines, or arctic brambles.

World Integration: Represents fundamental druid magic connecting spellcasters to plant life, often associated with territorial protection, natural balance, or wilderness mastery.