60 feet (20-foot cube)
Artificer, Sorcerer, Wizard
1 hour ©
Verbal, Somatic, Material
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
2nd Level, Conjuration, Control, Restrained
Level: Sorcerer (3), Wizard (3), Artificer (5), Eldritch Knight (8), Arcane Trickster (8), Bard (10, Magical Secrets)
Materials Required: A bit of spiderweb
Number of Targets: 20-foot cube
Die Type: None
Number of Dice: None
Damage Type: None
Save: Dexterity, Strength
Damage On Successful Save: None
Statuses Inflicted: Lightly obscured, Difficult terrain (20-foot cube), Restrained
Status Duration: Up to 1 hour, Up to 1 hour, until succeeding on a Strength check
Affected By Cover: No
What Is Web?
Web is a 2nd-level Conjuration spell that conjures flammable webs spanning up to a 20-foot cube. If two solid surfaces don’t secure the webs, they will fall to the ground, where they can stack up to 5 feet high.
The space they occupy is considered difficult terrain, and any creature who starts their turn in the area will need to make a Dexterity save or be restrained. Restrained creatures can make a Strength save to break free.
The webs are flammable and will deal 2d4 fire damage if ignited, and a creature starts its turn in the fire.
Who Can Cast Web?
Sorcerers and Wizards can take Web starting at the 3rd level as that is when they get their first 2nd-level spell slots. Artificers don’t get a second-level spell slot until the 5th level, but they can then take the spell.
Arcane Tricksters and Eldritch Knights will need to wait until 8th level when they get both 2nd-level spells and the ability to cast Conjuration spells.
When and Where Should I Cast Web?
Web can be used to hamper the movement of enemies through a space, leaving them vulnerable to both ranged and melee attacks as they fight to free themselves from the webbing.
Though it is best used within a more enclosed space, Web is effective even when cast on open air space, so long as the creatures inside it will begin their next turn in the area.
It’s essential to consider allies’ positioning when casting Web, as the web cannot discern allies from enemies and will trap all creatures, regardless of affiliation.
Why Should I Take Web?
Web is a spell that has many uses in combat. It can be used to slow an approaching enemy or set up an ambush for an approaching enemy. It can be used in conjunction with something like Fireball to set enemies ablaze.
Web’s wide variety of uses make it a strong choice for an arcane caster looking to do a bit more than just hurl damaging spells.
Common Questions About Web
What level spell is Web?
Web is a 2nd-level spell. Casters will need to have at least one 2nd-level spell slot available to cast it.
Can Firebolt ignite Web?
Yes, but since it is a targeted spell, it can be assumed that the caster would need to target the webbing rather than a creature inside of it.
Does Radiant damage ignite Web?
No. Unless stated in the spell that it ignites, no damage will innately ignite objects.
How much damage does Fire do?
In this case, the fire deals 2d4 damage to a creature that starts its turn in the fire.
Alternatives to Web
How To Use Web
Web’s best uses will be dungeons and forests, where the web can be used to create a bottleneck that enemies must pass through to get to your party.
If no such positioning is available, it’s perfectly viable to throw webs on the floor, so long as the enemies you want to hit are in that space.
It’s also possible to use Web to start a fire that will damage enemies and force them to move to a different space, controlling the battlefield with the webs.
Players using Web will want to be sure the placement doesn’t hamper ally movement or accidentally restrain an ally, and if the plan is to ignite the web, they want to be sure this won’t damage their partners.
You always want to be conscious of starting a fire as well. A large-scale forest fire will be hard to put out.
For Dungeon Masters
Putting encounters in confined hallways and other impasses where players utilize their webs effectively will give them plenty of satisfactory kills and assists using their Web spell.
If you want the players to think a bit harder and challenge them, giving them an enclosed fight in a rickety wooden watchtower will force them to utilize the webs more effectively as more than accelerants.
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