Web
ConjurationYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Spell Details
Player Guide
Position Web to divide the battlefield and funnel enemies into killzones or away from objectives. Cast it proactively before enemies close distance, or reactively to trap fleeing foes. The 20-foot cube provides massive area denial—use the lightly obscured effect to protect ranged allies while forcing melee combatants into disadvantage. Remember creatures can escape with an action, so combine with control spells to prevent this option.
Spell Combos
DM Tips
Web blocks movement but doesn't prevent ranged attacks from within it; creatures can still cast spells. Clarify with your table whether creatures prone in Web have additional mechanical penalties beyond difficult terrain.