Webs within caves form dangerous traps inescapable by most caught in them. Control mages wishing to use the same trap can do so using Web.
Watch as enemies struggle to break through the webs, wasting their energy and leaving themselves vulnerable.
That moment will be the time to strike, mimicking the spiders who weave their traps.
The Player’s Handbook states the following:
- Web 5e
- Which Classes Can Pick Web 5e?
- Is Web Good in 5e?
- Advantages – Web
- Disadvantages – Web
- Spells Similar to Web 5e
- When or How Should I Use Web?
- Frequently Asked Questions
- Final Thoughts
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (one bit of spiderweb)
Duration: Concentration, up to 1 hour
At a point within range of your choice, you summon a mass of dense, sticky webbing.
From that point forward, a 20-foot cube is continuously filled with webs. The webs are difficult terrain and only slightly obscure their area.
The created web collapses in on itself if it isn’t anchored between two solid masses (like walls or trees) or isn’t layered across a floor, wall, or ceiling.
The spell expires at the beginning of your following turn. A flat surface covered in layers of webs has a depth of 5 feet.
Saving Rolls and Stat Checks
Every creature that enters the webs during or at the beginning of its turn must make a Dexterity saving roll.
The creature is held captive if the save is unsuccessful for however long it stays trapped in the webs or until it escapes.
Through its action, a creature constrained by the webs can attempt a Strength check against your spell save DC. If it is successful, restraint is removed.
The webs are flammable. Any 5-foot cube of webs that are exposed to fire burns away in one round, dealing 2d4 fire damage to any creatures that begin their turns in the flames.
Which Classes Can Pick Web 5e?
Traditional classes like the Artificer, Sorcerer, and Wizard can freely unlock Web.
The Sorcerer and Wizard can freely unlock and use Web at level 3, while the Artificer can only unlock it at level 5.
The subclass Circle of the Land – Underdark (Druid) also has Web on its spell list. It can unlock and use this spell at level 3.
Is Web Good in 5e?
Web is considered one of the best 2nd-level spells in D&D. Its unique look and excellent crowd control make it a must-have for players wanting to restrain a group of enemies!
Advantages – Web
Web has a range of 60 feet, with its affected area being a 20-foot cube. Its relatively far range enables players to restrain enemies while a long way away from them.
It also gives players a sight advantage, as they can see what’s happening on the battlefield. They can then react, restraining an enemy who is out of line.
Web has a duration of up to 1 hour. Most combat rounds last around 6 seconds, so if your concentration isn’t broken, then Web can stay up for an entire battle.
After that, you can leave it there, blocking the way for any reinforcements who would try and attack your party unprovoked.
Even though Web only lightly obscures an area they cover, if a creature fails their Dexterity save, they’ll be restrained.
You can then choose to attack the creature, as you’ll most like have an advantage against it in its restrained state.
Note: Just be careful not to set the webs on fire.
Disadvantages – Web
Concentration is one of the only negatives of balancing this spell, and it does an excellent job.
Be careful not to break your Concentration, as it’ll cancel the spell and leave you with a wasted spell slot.
The easiest way to avoid this would be to stay out of close combat, watch out for ranged/spellcaster units, and don’t cast any other Concentration spells. If you do that, then Web will hold.
To cast Web, you’ll need to obtain some spiderweb. In all honesty, this won’t be too difficult. You can easily find spiderwebs in most parts of nature or the corners of older houses.
The only problem is finding the spiderweb after you take it. Spiderwebs are incredibly fragile and thin, so losing them in your rucksack will result in them probably not being seen again.
Spells Similar to Web 5e
When or How Should I Use Web?
Web has the unique ability to stick onto a ceiling, completely covering an area with webs and causing it to become difficult terrain.
Doing this within a group of enemies can potentially restrain some of them. Leaving them open to be struck down by your martial party members.
Slow Incoming Enemies
When fighting, enemies will either wait for your party to attack or jump straight into the fray.
Positioning Web to expect this can slow incoming enemies or enable your spellcasters/ranged party members to deal damage at range.
Target Low Dex / Str Enemies
Web has two saving rolls enemies can make to break free of its restraint: Strength and Dexterity.
If you focus on enemies who don’t have high ability modifiers for these stats, they should have a more challenging time breaking free from your webs.
If you’re low on damage and nearing the end of a battle, try lighting Web on fire. It’ll deal an extra 2d4 Fire damage to restrained enemies and hopefully finish off any stragglers.
Note: Just be cautious; it will remove the restrained condition.
Frequently Asked Questions
Can You Misty Step Out of Web?
In theory, using Misty Step teleports you out of the Web, meaning you can use it to escape the webs.
Grapples only affect your movement; they don’t affect your ability to teleport.
Note: Just make sure you can use your Verbal component.
Spellcasters widely perceived as damage dealers can do incredibly well if they pick a control spell like Web.
Both the utility and control it provides parties while in battle shouldn’t be underestimated.
By using a bit of creativity, players can develop some interesting tactics with Web. Don’t forget about the flammable feature; it can be a life-saver save in some situations!