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Web 5E Guide

Web fills a cube with thick, sticky webbing. Creatures that fail a Dexterity save are restrained, turning a hallway into a kill box for your archers and spell attacks.

This Web 5E guide covers placement, fire interactions, and concentration choices.

Spell Level
2nd
Spell Type
Conjuration
Casting Time
1 Action
Range
60 feet
Component Requirements
Verbal, Somatic, Material (a bit of spiderweb)
Duration
Concentration, up to 1 hour
Class
Sorcerer, Wizard (and some subclasses)
Area
20-foot cube

How does Web work?

You conjure a mass of thick, sticky webbing at a point within range. The webs fill a 20-foot cube and must be anchored (between walls/floor/ceiling, or as your rules text allows). The area is difficult terrain.

Each creature that starts its turn in the webs or enters them must make a Dexterity saving throw or be restrained. Restrained creatures can use an action to try to break free (Strength check vs your spell save DC).

The webs are flammable — fire can burn a section away, and creatures in burning webs take fire damage (per PHB).

Best uses

  • Choke points and doorways
  • Lock down melee brutes while ranged allies shoot with advantage (restrained → attacks against them have advantage)
  • Pair with Faerie Fire for absurd attack economy (different concentration casters)

Web vs Spike Growth

SpellSave / effectDamage
WebDex → restrainedNone unless burned
Spike GrowthMovement damageScales with forced movement

Web is the hard lock. Spike Growth is the blender.

Frequently Asked Questions

Can flying creatures ignore Web?

If they never enter the cube, yes. Anchor and place so flight paths still matter.

Does restrained stop spellcasting?

It doesn’t silence verbal components by itself, but attack rolls have disadvantage and the creature’s speed becomes 0 — brutal for martials.

Should I burn my own web?

Sometimes — to clear a path or finish restrained foes with fire damage. Don’t roast allies stuck inside.