Homebrew:Blade Snare: Difference between revisions
m Lithl moved page Homebrew:Blade snare to Homebrew:Blade Snare |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{ooc note|This is a conversion of the | {{ooc note|This is a conversion of the {{PAGENAME}} spell from Pathfinder 1e}} | ||
{{spell info | {{spell info | ||
|name= | |name={{PAGENAME}} | ||
|level=3 | |level=3 | ||
|cast=a | |cast=a | ||
Line 22: | Line 22: | ||
|sorcerer=true | |sorcerer=true | ||
|wizard=true | |wizard=true | ||
|source=Lithl (Pathfinder 1e conversion) | |||
}} | }} | ||
[[category:converted pathfinder spells]] | [[category:converted pathfinder spells]] |
Revision as of 13:32, 8 August 2025
(OOC: This is a conversion of the Blade Snare spell from Pathfinder 1e)

Level | Casting time | Range/Area | Components |
---|---|---|---|
3rd | 1 Action | Self | V, S |
Duration | School | Attack/Save | Damage/Effect |
1 minute | Abjuration | None |
This spell creates an invisible magic field that does not stop weapons from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, make a contested ability check using your spellcasting ability against the attacker's ability score used in the attack. If you succeed, your opponent's attacking weapon or body part becomes stuck in the field.
If your opponent's melee weapon becomes stuck in the field, the opponent may release the weapon and move away from you. If your opponent attacked with an unarmed strike, natural weapon, or refuses to release their weapon, they are grappled by you. You do not require a free hand to grapple the creature, but only one creature can be grappled via blade snare at a time; if another creature hits you with a melee attack, you must release the first one in order to attempt to grapple the second.
As an action, a creature grappled in this way may make a Strength (Athletics Strength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) or Dexterity (Acrobatics
Dexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check with a DC equal to your spell save DC, ending the grapple and escaping the field on success.
While blade snare is active, you may not make ranged weapon attacks, but you can make ranged spell attacks and melee attacks freely.
- Druid
- Ranger
- Sorcerer
- Wizard