SNARE

Abjuration Level 1

STANDARD

Casting Time 1 minute
Range Touch
Components S, M
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.
Components. 25 feet of rope, which the spell consumes.

Spell Variants & Exotic Components – level 1
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SPELL VARIANT #1

Casting Time 1 minute
Range Touch
Components S, M
Duration 8 hours

As you cast this spell, you use the component to create a trap in a 5-foot square on the ground or the floor. When you finish casting, the
component disappears and the area 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 affected square.
Rope trap. This spell effect works as the standard version.
Iron Chain trap. The target must succeed on a Strength saving throw or be magically wrapped by the iron chain. The creature is restrained there until the spell ends. A restrained creature can make a Strength 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. This spell effect requires a 20-foot long iron chain.
Spiked Iron Chain trap. This spell effect works as the iron chain variant, but anytime the target make an action or attempt a saving throw to get free from the chain it suffers 1d4 piercing damage.
Bear Trap. This spell effect works as the iron chain variant, but anytime the target make an action or attempt a saving throw to get free from the bear trap it suffers 1d6 piercing damage. Also, once every hour, the bear trap bites automatically the target causing 1d6 piercing damage.
Components. Iron Chain (iron chain trap), Rope (rope trap), Spiked Iron Chain (spiked iron chain trap), Teeth of Bear (Bear Trap; at least 10 teeth).