You 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.
How Web plays
You fill a 20-foot cube within 60 feet with sticky webbing for up to an hour while you concentrate. The webs are difficult terrain and lightly obscure the area. Any creature that starts its turn in them or enters them on its turn makes a Dexterity saving throw, and on a failure it’s restrained until it breaks free or leaves the webs.
Web is a trap that keeps working. Enemies caught in it make the save every time they start a turn there, and anyone who tries to push through has to save as well. A restrained creature can only get out by spending its action on a Strength check against your spell save DC. The webs have to be anchored between two solid surfaces, like walls or trees, or laid across a floor, wall or ceiling; otherwise they collapse at the start of your next turn.
When to pick Web
Corridors and doorways. A 20-foot cube fills most dungeon passages wall to wall, so anything coming through has to save or stick.
Before the melee starts. Restrained enemies attack with disadvantage and give your allies advantage, so cast it on the enemy front line while your fighters are still out of reach.
Pair it with fire, carefully. A 5-foot cube of web burns away in one round and deals 2d4 fire damage to creatures that start their turn in the fire. That frees whoever it burns, so it’s a finisher, not a combo.
Skip it against spiders.Giant spiders and similar creatures ignore movement restrictions caused by webbing.
Common questions
Do creatures in the area save as soon as I cast Web?
No. The 2014 spell only calls for a save when a creature starts its turn in the webs or enters them during its turn. Creatures caught in the area when you cast it make their save at the start of their next turn, unless they move out first, which takes them through difficult terrain.
How do you escape Web?
A restrained creature uses its action to make a Strength check against your spell save DC. Leaving the webs or burning them away also frees it, and so does ending your concentration.
Does Web have to be attached to something?
Yes. It needs to be anchored between two solid masses, like walls or trees, or layered across a floor, wall or ceiling. Webs on a flat surface are only 5 feet deep. Cast in open air with nothing to hold it, it collapses and the spell ends at the start of your next turn.
Can you see through Web?
The area is lightly obscured, so creatures have disadvantage on Wisdom (Perception) checks that rely on sight to see into or through it. It doesn’t block line of sight for attacks or spells.
Does fire destroy Web?
Yes. Any 5-foot cube of webs exposed to fire burns away in one round, dealing 2d4 fire damage to any creature that starts its turn in the fire. A single torch can clear a path.
Did the 2024 rules change Web?
Barely. In the 2024 version a creature saves the first time it enters the webs on a turn or starts its turn there, and the escape check is Strength (Athletics). Everything else is the same.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
60 feet
Components
V, S, M (a bit of spiderweb)
Duration
Concentration, up to 1 hour
School
Conjuration
Level
2
Classes
Sorcerer, Wizard
Tags
concentration
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.