Quick Answer
Web is a 2nd-level conjuration spell for Sorcerers and Wizards. It fills a 20-foot cube within 60 feet with sticky webbing for up to 1 hour (concentration). The webs are difficult terrain and lightly obscure the area. A creature that starts its turn in the webs or enters them makes a Dexterity save or is restrained. A restrained creature can use its action on a Strength check against your spell save DC to break free. Fire burns the webs away.
Overview
Web is a 2nd-level area control spell. Sorcerers and Wizards can cast it from 3rd level, and it stays useful long after that because the restrained condition never stops mattering.
A restrained creature has a speed of 0. Attacks against it have advantage, its own attacks have disadvantage, and it has disadvantage on Dexterity saves. Each creature caught in the cube rolls its own save, so one action can pin down several enemies at once. Getting out costs a stuck creature its action, which is an action it isn't spending on attacking you.
The spell has three limits. The webs need something to hang on, or the spell collapses at the start of your next turn. Fire destroys them. And creatures with the Web Walker trait, such as giant spiders, ignore the movement penalties that make Web work.
Stat Block
| Property | Value |
|---|
| Level | 2 |
| School | Conjuration |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S, M |
| Material | A bit of spiderweb. |
| Duration | Up to 1 hour |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | DEX |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •The fight is in open ground with nothing to anchor the webs and you need more than a 5-foot-deep layer on the floor. Flying enemies pass over a floor layer.
- •Your melee allies need to charge through the same space. The cube is difficult terrain for them too, and they make the same save when they enter it.
- •The enemies are spiders, ettercaps, driders or other creatures with Web Walker.
- •An enemy has fire ready to use. One Burning Hands clears a large part of the cube.
- •The enemies have high Dexterity saves and you only catch one or two of them.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Strong at 2nd level. Every creature in a 20-foot cube saves or loses its movement and most of its offense. |
| Action Economy | One action can cost several enemies their actions as they try to break free. |
| Opportunity Cost | Concentration for up to an hour. It competes with Hold Person and Invisibility for your 2nd-level slots. |
When worth the slot: Three or more enemies bunched in a corridor, doorway or forest clearing, especially brutes with poor Dexterity saves.
When NOT worth the slot: One target, open terrain with flying enemies, or spider-type enemies.
Upcasting
Web has no higher-level effect in either edition. A 3rd-level slot gives you the same 20-foot cube as a 2nd-level slot.
Pro Tips
Tip #1: Cast it where enemies have to walk.
Why it works: The save triggers when a creature enters the webs, not only when you cast the spell. A web across a corridor or bridge forces a new save from everything that comes through, for up to an hour.
This avoids the mistake of: Casting it on the one group already in the open and then watching reinforcements walk around it.
Tip #2: Follow it with a Dexterity save spell.
Why it works: Restrained creatures roll Dexterity saves with disadvantage. An ogre that fails a DC 14 save 70% of the time fails a Fireball save 91% of the time when restrained (1 − 0.3 × 0.3).
This avoids the mistake of: Casting the area damage spell first and the control spell second.
Tip #3: Use ranged attacks while they're stuck.
Why it works: Every attack against a restrained creature has advantage, and its own attacks have disadvantage. Archers and spellcasters outside the cube can shoot without stepping into difficult terrain.
This avoids the mistake of: Sending your fighter into the webs to finish the job and getting restrained too.
Tip #4: Place it before the fight starts.
Why it works: The spell lasts up to an hour. Cast it across the only entrance before enemies arrive and they walk into it.
This avoids the mistake of: Spending the first round of combat on a spell you could have cast during the setup.
Common Mistakes to Avoid
Ignoring the anchor rule
Why it's bad: If the webs aren't strung between two solid masses (walls, trees) or layered across a floor, wall or ceiling, they collapse and the spell ends at the start of your next turn.
Do this instead: Cast it in corridors, between trees, or accept a 5-foot-deep layer on open ground.
Forgetting the cube is difficult terrain for everyone
Why it's bad: The spell doesn't pick sides. Your allies make the save when they enter, and the movement costs them double.
Do this instead: Keep the cube between your party and the enemies, or go around it.
Thinking a successful save gets a creature out
Why it's bad: A creature that passes its Dexterity save is not restrained, but it is still in difficult terrain and must save again if it starts its next turn there.
Do this instead: Track who saved. Creatures that stay in the webs keep rolling every turn.
Lighting the webs by accident
Why it's bad: Each 5-foot cube of web exposed to fire burns away in 1 round. A teammate's Fire Bolt or a dropped torch can open a hole in your trap.
Do this instead: Agree on fire use before the fight. If you do burn it, do it on purpose for the 2d4 damage.
Usage Tips
- •Worked example: A 5th-level wizard with 16 Intelligence has a spell save DC of 14. A bandit (Dexterity save +1) fails on a 12 or lower: 60%. To break free it needs a Strength check of 14 with +0, so it succeeds on a 14 or higher: 35% per action. An ogre (Dexterity −1) fails the save on a 14 or lower: 70%. With Strength +4 it breaks free on a 10 or higher: 55% per action.
- •High-Dexterity targets: A gladiator has a +5 Dexterity save, so it fails only on an 8 or lower: 40%. In the 2014 rules the escape is a plain Strength check, so it rolls +4 and escapes on a 10 or higher: 55% (adding Athletics to it is a DM ruling, not rules text). In the 2024 rules the escape is a Strength (Athletics) check and it adds its +10 Athletics, so it escapes on a 4 or higher: 85%.
- •Against spiders: A giant spider has Web Walker: "The spider ignores movement restrictions caused by webbing." The difficult terrain clearly doesn't affect it. The trait doesn't name the restrained condition, so whether a spell web can restrain a spider is a DM ruling, not rules text. A reasonable ruling is that it can't, since restrained works by setting speed to 0. The ettercap, phase spider and drider have the same trait.
- •Hiding in the webs: The lightly obscured area gives disadvantage on Wisdom (Perception) checks that rely on sight. Spiders don't need sight to find you there. The 2014 giant spider and ettercap have Web Sense, and the 2024 versions fold the same sense into Web Walker: they know the location of any creature touching the same web.
- •Fire math: Any 5-foot cube of webs exposed to fire burns away in 1 round. A creature that starts its turn in the burning section takes 2d4 fire damage (5 on average). Once its section of web is gone, it is no longer in the webs, so it stops being restrained.
- •Read the full restrained condition and the concentration rules.
- •Related control spells: Hold Person for a single humanoid, and Entangle and Black Tentacles for other areas. Browse the full spell guide index.
Rules Notes
- •The webs fill a 20-foot cube from a point within 60 feet. They are difficult terrain and lightly obscure their area.
- •Unanchored webs collapse and the spell ends at the start of your next turn. Webs layered over a flat surface are 5 feet deep.
- •2014: each creature that starts its turn in the webs or enters them during its turn makes a Dexterity save. On a failure it is restrained while it remains in the webs or until it breaks free.
- •A restrained creature can use its action to make a Strength check (2014) against your spell save DC to end the condition.
- •Each 5-foot cube of webs exposed to fire burns away in 1 round and deals 2d4 fire damage to any creature that starts its turn in the fire.
- •There is no upcast effect.
Synergies
- •Fireball and other Dexterity saves: Restrained creatures roll Dexterity saves with disadvantage.
- •Burning Hands: Damages the trapped creatures and sets their section of web on fire, adding 2d4 to anyone who starts a turn in the flames. It also frees them, so use it as a finisher.
- •Archers and rogues: Advantage on every attack, and Sneak Attack needs only that advantage.
Anti-Patterns
- •Burning your own web on the first turn before anyone has attacked the restrained enemies.
- •Dropping concentration on Web to cast another concentration spell while enemies are still stuck.
Tactical Modules
- •Corridor plug: Fill a 10-foot corridor so every pursuer has to pass through 20 feet of webs.
- •Pin and burn: Web a group, let your archers shoot with advantage, then finish with Burning Hands or Fireball against disadvantaged Dexterity saves.
- •Escape cover: Drop it between the party and a stronger force and retreat while they cut their way out.
Countermeasures
- •Threat: An enemy uses fire on the webs. Response: Target the fire user first or place the web out of its reach. Fallback: Recast if you have another 2nd-level slot.
- •Threat: Enemies attack you to break concentration. Response: Stay behind the webs, which is where they can't easily reach you. Fallback: Keep a ranged ally between you and any flyers.
- •Threat: Spiders or other Web Walkers. Response: Use Web only on the non-spider enemies, such as the cultists traveling with them. Fallback: Switch to damage spells.
Web in the 2024 Rules
The 2024 Player's Handbook keeps Web as a 2nd-level conjuration spell for Sorcerers and Wizards, with the same 60-foot range, 20-foot cube, 1-hour concentration, anchor rule, 5-foot floor layer and fire rule.
Two things changed. First, the save trigger: a creature saves the first time it enters the webs on a turn or when it starts its turn there. The 2014 text triggers on entering "during its turn", so pushing a creature into the webs on your turn doesn't force a save in 2014 but does in 2024. In 2024 a creature also can't be forced to save more than once on the same turn by stepping in and out. Second, breaking free is now a Strength (Athletics) check, so creatures proficient in Athletics add their proficiency bonus.
In the 2024 rules, Circle of the Land druids who choose tropical land always have Web prepared from druid level 3.
Frequently Asked Questions
What does Web do in 5e?
Web fills a 20-foot cube within 60 feet with sticky webs for up to 1 hour while you concentrate. The area is difficult terrain and lightly obscured. Any creature that starts its turn there or enters it makes a Dexterity save or is restrained until it breaks free or leaves the webs.
How do you escape Web in 5e?
A restrained creature uses its action to make a Strength check against the caster's spell save DC. In the 2024 rules it is a Strength (Athletics) check. Burning the webs or ending the caster's concentration also frees it.
Does Web need to be anchored in 5e?
Yes. The webs must be strung between two solid masses, such as walls or trees, or layered across a floor, wall or ceiling. Otherwise they collapse and the spell ends at the start of your next turn. A layer on a flat surface is 5 feet deep.
Can you burn Web in 5e?
Yes. Each 5-foot cube of webs exposed to fire burns away in 1 round. Any creature that starts its turn in the burning section takes 2d4 fire damage. Burning the web removes it, so creatures in that section are no longer restrained.
Do spiders get stuck in Web in 5e?
Giant spiders, phase spiders, ettercaps and driders have Web Walker, which ignores movement restrictions caused by webbing. They move through it freely. The trait doesn't mention the restrained condition, so whether they can be restrained is a DM ruling.
Does Web restrain allies in 5e?
Yes. The spell affects every creature that starts its turn in the webs or enters them, including your party. Keep allies out of the cube or plan for them to make the save.
Is Web good in 5e?
Yes. It is one of the strongest 2nd-level control spells for groups. A restrained enemy loses its movement, attacks at disadvantage, and gets attacked with advantage. It is weak in open terrain, against fire users and against spiders.
Can you cast Web in the air in 5e?
Only if something anchors it. Webs that aren't strung between two solid masses or layered on a surface collapse, and the spell ends at the start of your next turn. Between two cliff walls or tall trees it can hang in the air.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.