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    Overview

    Listen up, new Druid player—Entangle is one of those level 1 spells that punches way above its weight in the right spot, but it's a trap if you spam it blindly. As a 20-foot square of grasping vines that turns ground into difficult terrain and restrains failed STR savers for up to 1 minute (concentration), it's your go-to for turning a mob of goblins or wolves into sitting ducks. I've seen it win fights at level 2 tables, but by level 7, you're upcasting Spike Growth instead. Slot economy is stellar early: this 1st-level pick costs less than Faerie Fire's advantage but delivers restrain (advantage on attacks against them, they disadvantage on yours). Opportunity cost rises fast—don't prep it over Healing Word or Goodberry if your party's squishy. Veterans love it for combos like Faerie Fire setup or Moonbeam follow-up, but common misplay is dropping it on flyers or bosses. Verdict: Good staple for Druids (and splash for Rangers/Artificers if allowed), Situational post-level 5. Master positioning at 90 feet range, and it'll save your bear Wild Shape more times than you count.

    Stat Block

    PropertyValue
    Level1
    SchoolConjuration
    Casting Time1 action
    Range90 feet
    ComponentsV, S
    MaterialNone
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackSTR
    ClassesDruid

    When NOT to Use This

    • Flying enemies ignore vines (RAW height dispute).
    • High-STR bosses auto-escape, better Spike Growth.
    • Party spread thin—no add protection.
    • Underwater/no soil—plants can't sprout.
    • Concentration locked on failing setup (half saves).

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent at levels 1-4 (locks 3-5 foes for 28 DPR ally boost), mediocre post-6 as Web/Slow outscale.
    Action EconomyExcellent
    Opportunity CostFaerie Fire (universal advantage, DEX save) or Healing Word (emergency); pick Entangle only vs melee packs.

    When worth the slot: Grounded melee swarms CR < party level, tight spaces; ~60% restrain rate nets 2-3 rounds control.

    When NOT worth the slot: Flying/ranged/high-STR solos, short combats (<3 rounds), or water/no-ground

    Pro Tips (Veteran Secrets)

    Tip #1: Emplace at 90 ft max range on your turn 1, before enemies close; measure grid precisely for 4x5ft square max overlap.

    Why veterans know this: Predicts enemy paths from 15+ years—90 ft beats most minion speeds, sets up 3 rounds control (~18 seconds).

    This avoids the mistake of: Newbies cast reactively at 30 ft, eating attacks before vines sprout.

    Tip #2: Math enemy STR mods pre-fight: prioritize humanoids/beasts (avg +0-2) over giants (+5+).

    Why veterans know this: CR tables show 70% level-appropriate fails DC 13-15; vets track stat blocks mentally.

    This avoids the mistake of: Wasting on ogres who auto-escape turn 1.

    Tip #3: Dismiss if >50% escape turn 1—repick Faerie Fire for reliable advantage.

    Why veterans know this: Concentration slots finite; this saves for Healing Word clutch.

    This avoids the mistake of: Sticking with failing spell, dying to unchecked damage.

    Tip #4: Flavor for RP: 'Nature heeds my call!' to intimidate NPCs into surrender.

    Why veterans know this: Builds immersion, DMs reward roleplay XP/hooks.

    This avoids the mistake of: Silent casting misses social synergy.

    Common Mistakes to Avoid

    Dropping on flying or hovering foes.

    Why it's bad: Vines sprout from ground; RAW they aren't 'in the area' if >0 ft up, wasting slot/action.

    Do this instead: Ask 'Are they touching ground?' Scout with Pass Without Trace first.

    Ignoring party positioning, restraining allies.

    Why it's bad: They burn actions escaping, or worse, blocked from fleeing.

    Do this instead: Grid-map square first; say 'Clear 20 ft ahead?' pre-cast.

    Maintaining post-escape frenzy.

    Why it's bad: Frees concentration for no gain, opportunity cost of Faerie Fire/Moonbeam.

    Do this instead: Assess turn 2: 50%+ free? Drop and pivot.

    Upcasting to 2nd+ slots.

    Why it's bad: No scaling; wastes economy vs true 2nd-levels like Spike Growth (2d4/5ft).

    Do this instead: Stick to 1st slot, prep higher alternatives.

    Usage Tips

    • Cast at chokepoints like doors or bridges to maximize the 20-foot square's overlap on 3-5 enemies; at 90-foot range, position safely from backline before initiative. Prioritize low-STR targets like casters (average goblin STR +0 fails ~60% vs DC 13) over barbarians (STR +4 succeeds ~55%). If half succeed, it's still worth it for terrain control slowing approaches by half speed.
    • Dismiss early if enemies cluster outside—concentration is precious, and recasting costs another slot. Pair with mobile allies shoving foes back in or ranged pokes exploiting restrain advantage. In exploration, use ritually? No, not ritual, but flavor it for RP like communing with nature to snag a fleeing NPC.
    • Track your DC: at level 1 with 14 WIS, DC 12; by level 5 with 18 WIS + proficiency, DC 15—math it out pre-fight to predict ~50-70% restrain rate vs CR-appropriate foes.

    Rules Notes

    • The spell creates a 20-foot square of difficult terrain starting from a point within 90 feet; any creature fully or partially in that square when cast must make a STR save or be restrained until the spell ends or they escape. Restrained creatures take disadvantage on attacks and DEX saves, grant advantage to attacks against them, and speed drops to 0—perfect for setting up party damage. Only creatures present at casting time are subject to the initial save; latecomers just face difficult terrain unless they enter and you concentrate to maintain.
    • Escaping requires an action to make a STR check (not save) against your spell save DC; success frees them until end of their next turn, but they can try again each turn. The vines don't deal damage and wilt instantly when concentration drops or duration ends, leaving no lasting battlefield change. RAW, it requires ground to sprout vines, so no effect in mid-air or on water surfaces without soil.
    • No upcasting benefits specified, so scaling is flat—don't burn higher slots on this. Concentration means you can't layer with other big spells like Moonbeam without dropping one. Targets immune to being restrained (e.g., via Freedom of Movement) auto-ignore the condition but still hit difficult terrain.

    Synergies

    • Faerie Fire first: advantage on the STR save hurts, but post-restrain, your attacks auto-advantage stack for near-guaranteed hits; Druids get both, averages 14 DPR boost per target. Spike Growth upgrade path: Entangle pins, then drop 2nd-level spikes for 4d4/5ft move—enemies take 40+ damage fleeing your zone.
    • Moonbeam follow-up: restrained casters can't reliably dodge the beam's CON save, turning 5d10/turn into party win condition. Wild Shape synergy: cast as Moon Druid, bear form tanks while vines hold the line, buying setup time.
    • Haste or Longstrider on party: they dash through terrain unhindered while foes crawl at 15 ft/turn.

    Anti-Patterns

    • Avoid open fields with spread-out ranged archers; the square misses too many, wasting your action and concentration on minor slowdown. Never cast overlapping your frontline melee—they get restrained too, blocking their swings. Skip if DM house-rules flying immunity RAW-disputed; confirm table rulings first.

    Tactical Modules

    • Minion Shredder — When to use: 3+ low-CR melee minions charging (e.g., wolves, zombies). Synergy: Restrain clusters for AoE like Flaming Sphere (2d6/turn) or ally multiattacks at advantage, multiplying DPR 2x vs single-target focus
    • Boss Add Control — When to use: Solo boss with 2-4 adds in tight space. Synergy: Pin adds, ignore boss temporarily; Spike Growth upcast later shreds them for 100+ total damage over rounds
    • Escape Denial — When to use: Fleeing enemies or disengaging rogues. Synergy: Difficult terrain + restrain forces action to escape instead of Dash, letting party close gap with Opportunity Attacks

    Countermeasures

    • Threat: High-STR barbarian (STR +5) rushing caster — Response: Target adjacent low-STR allies first to split focus; vines still slow the barb to 15 ft/turn. Fallback: Concentration drop, Wild Shape to Moonbeam or Spike Growth prep
    • Threat: Dispel Magic enemy caster — Response: Cast from max 90 ft, hide in cover; low level means rare counter. Fallback: Goodberry heals or Faerie Fire pivot—no slot loss
    • Threat: Flying enemies (harpy swarm) — Response: Don't cast; pre-scout with animal forms. Fallback: Produce Flame cantrip or Call Lightning AoE

    Frequently Asked Questions

    is entangle good 5e

    Entangle is good for Druids levels 1-5, excellent vs melee minions in 20-ft square for restrain + terrain control. Situational later as flying/STR foes rise and Spike Growth upscales it. Prep if your campaign has beast/humanoid hordes; skip for aerial bosses.

    entangle vs grease 5e

    Entangle beats Grease vs low-STR melee (restrain > prone), plus persistent terrain; Grease better vs high-STR (DEX save prone) or Wizards. Both 1st-level control, but Druid picks Entangle for nature theme/synergy. Grease averages more universal uptime.

    does entangle work on flying creatures 5e

    RAW no—vines sprout from ground, flying creatures aren't affected by restrain even if over area. Difficult terrain arguably doesn't apply mid-air. Vets avoid it entirely vs flyers; use Faerie Fire instead.

    can you cast entangle underwater 5e

    No, requires ground for weeds/vines to sprout; water negates. Great on ships/beaches with soil, useless deep sea. Swap to Create Water or Gust of Wind for aquatic control.

    is entangle concentration 5e

    Yes, up to 1 minute concentration—drop anytime to reposition. Can't stack with Moonbeam/Spike Growth. Excellent 1 action economy, but frees slot if dispelled.

    best entangle combos 5e

    Faerie Fire + attacks (double advantage), Spike Growth chase damage (4d4/5ft on pinned), or Shillelagh melee cleanup. Moon Druids Wild Shape tank while it holds. Averages 40+ DPR uplift vs goblin packs.

    entangle druid build 5e

    Circle of Spores/Moon Druids maximize: prep with Goodberry sustain, synergize Halo of Spores on restrained. Level 2 ASI WIS for DC 15 by 5. Avoid Tempest clerics stealing thunder.

    does entangle work on water 5e

    No solid ground means no vines; RAW fails in pools/rivers. Coastal/beach yes if soil. Use Entangle sparingly in naval campaigns.


    Citations: api:spells/entangle

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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