Entangle

Entangle

Level 1 Conjuration spell available to the Druid class. It allows the spellcaster to conjure vines that sprout from the ground to turn an area into difficult terrain. Creatures within the area can become Entangled and move at half the speed.

Spell description: Vines sprout from the ground, slowing creatures within and possibly Entangling them. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.

Spell properties

  • Range: 18m (60ft)
  • Area: 3m (10ft) radius
  • Duration: 10 turns
  • Concentration
  • Save: STR save
  • Attack type: Ranged
  • Conditions applied: Creates area: Twisting Vines
  • Recharge: Per action

Entangle

Level 1 Conjuration Spell

Vines sprout from the ground, slowing creatures within and possibly Entangling them.

Spell upcasting

No extra benefits.

How to obtain Entangle:

  • Druid at Class level 1
  • Granted by feature: Magic Initiate: Druid
  • College of Lore (Bard) at Class level 6
  • Bard, via Magical Secrets, at Class level 10
  • A variation of the Entangle spell, called Faithwarden’s Vines ir provided by the Pale Oak quarterstaff.

Area: Twisting vines

  • Duration: 10 turns
  • AoE: 3m (10ft) radius
  • Difficult terrain: Movement speed is halved and creatures can become Entangled. Entangled creatures cannot move.

Condition: Entangled

  • Save: STR save
  • Creature cannot move while Entangled.
  • Attack Rolls against the creature have Advantage while the creature’s Attack Rolls and Dexterity Saving Throws have Disadvantage.
Ensnaring Strike

Ensnaring Strike

Level 1 Conjuration spell available to Ranger. Available in two variants: Ensnaring Strike (Melee) and Ensnaring Strike (Ranged).

Spell description: Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Spell properties

  • Damage: 1d6 Piercing (per turn)
  • Damage type: Piercing
  • Range: Melee & Ranged
  • Duration: 10 turns
  • Concentration
  • Conditions applied: Ensnared: Creature cannot move and takes 1d6 Piercing damage at the start of each turn.. Attack Rolls against the creature have Advantage, while the creature’s Attack Rolls and Dexterity Saving Throws have Disadvantage. The condition is removed when Helped.
  • Cost to cast: Action + Cost on hit: Bonus Action + Level 1 Spell Slot
  • Recharge: Per turn

Spell upcasting

At higher levels Ensnared deals an extra 1d6 Piercing per level.

How to obtain Ensnaring Strike

  • Ranger at Class level 2
  • Oath of the Ancients (Paladin) at Class level 3
  • Granted by items: Thorn Blade (once per long rest)

Ensnaring Strike variants

Ensnaring Strike (Ranged)

Level 1 Conjuration spell
Damage:
Normal weapon damage + 1d6 Piercing per turn

Your attack summons thorny vines that possibly Ensnaring_Strike_Ranged_IconEnsnare your target.

Range: 18m (60ft) Save: STR save

Ensnaring Strike (Melee)

Level 1 Conjuration spell
Damage:
Normal weapon damage + 1d6 Piercing per turn

Your attack summons thorny vines that possibly Ensnaring_Strike_Ranged_IconEnsnare your target.

Range: Melee 1.5 m (5 ft) Save: STR save
Divine Favour

Divine Favour

Level 1 Evocation spell available to Cleric, Paladin.

Spell description: Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.

Spell properties

  • Range: Self
  • Duration: 3 turns
  • Concentration
  • Conditions applied: Your weapons deal an additional 1d4 Radiant damage.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell at higher levels

Casting this spell at higher spell levels grants no extra benefits.

How to obtain Divine Favour

  • Cleric (War Domain) at Class level 1
  • Paladin at Class level 2

Divine Favour

Level 1 Evocation spell

Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4 Radiant damage.

Range: 30ft Save: DEX save
Dissonant Whispers

Dissonant Whispers

A level 1 Enchantment spell in Baldur’s Gate 3 available to Bards. It allows the spellcaster to fill a target with terror and deal Psychic damage to them.

Spell description: Whisper a discordant melody to a creature. It takes 3d6 Psychic damage and becomes Frightened.

Properties

  • Damage: 3d6 Psychic
  • Damage type: Psychic
  • Range: 18m (60ft)
  • Save: WIS save
  • Attack type: Ranged
  • Conditions applied: Frightened
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deal an additional 1d6 Psychic damage per level.

How to obtain Dissonant Whispers

  • Bard at Class level 1
  • The Great Old One (Warlock) at Class level 1
  • Granted by feature: Magic Initiate: Bard

DISSONANT WHISPERS

Level 1 Enchantment Spell
Damage: 3-18
3d6, Psychic

Frighten a creature: it will be easier to hit and cannot move.

On save: Target only takes half damage.

Range: 18m (60ft) Save: WIS Save

Condition: Frightened

Duration: 2 turns
The affected creature cannot move. Frightened creatures also have Disadvantage on Ability Checks and Attach Rolls.
Disguise Self

Disguise Self

A level 1 Illusion spell in Baldur’s Gate 3 available to most classes. It allows the spellcaster to temporarily change their appearance and benefit from racial specific dialogue options.

Spell description: Magically change all aspects of your appearance.

Properties

  • Range: Self
  • Duration: Until long rest
  • Ritual spell
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Granting the spell at higher levels provides no extra benefits.

How to obtain

  • Bard, Sorcerer, Wizard at Class level 1
  • Trickery Domain (Cleric), Draconic Bloodline: Gold/Fire (Sorcerer), at Class level 1
  • Arcane Trickster (Rogue), Eldritch Knight (Fighter), Gloom Stalker (Ranger), at Class level 3
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate, Wizard, Ritual Caster: Free Spells

Source item: Mask of the Shapeshifter

Disguise self spell variants

IconRace and Gender