Ensnaring Strike
1st-level Conjuration
Casting Time: Bonus action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
Spell Lists: Ranger
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.
Source: PHB'24, page 268. Available in the SRD 5.2.1 and the Basic Rules (2024).