Restrained 5e & 5.5 Rules Explained

Radmanious Avatar

·

·

Imagine, if you will, that you’ve just charged gallantly into battle—singing a rousing tune about your own bravery—only for a monstrous vine to snake around your feet, preventing you from even making a dignified retreat. Such is the plight of the restrained adventurer: valiantly enthusiastic on the one hand, and spectacularly immobile on the other. In the sprawling world of Dungeons & Dragons, the Restrained condition can be your greatest comedic hiccup or your gravest tactical dilemma, depending on who’s calling the shots.

The Basics of the Restrained Condition

Under standard fifth edition rules, being Restrained means:

Your speed becomes 0 (no scampering away without first untying those vines).
Attack rolls against you have advantage, while your own attacks suffer disadvantage.

You also have disadvantage on Dexterity saving throws—so if you were planning to backflip gracefully out of harm’s way, you might find yourself flat on your face instead.

Restrained Rule Updates from the 2024 Edition


In the 2024 rules refresh, the Restrained condition largely remains the same in principle but may feature a smidgeon of revised text to make certain corner cases clearer. Think of it as a freshly ironed set of rules: no big changes to the basics, but fewer wrinkles to argue over at the table. Some DMs may also employ new optional guidelines for handling overlapping conditions—such as combining Restrained with other effects—and these clarifications help avoid confusion when multiple threats pile onto a single sorry soul.

Restrained Tips for Dungeon Masters


Varied Encounters: Don’t limit Restrained to just tangles of vines. Get creative with animated chains, sticky floors in cursed temples, or even the living tapestry that insists on hugging the rogue.

Tactical Placement: A well-placed web spell can completely change the flow of battle, forcing your players to either break free or fight from unfavourable positions.

Tying Rewards to Cleverness: Reward players who think up crafty ways to avoid (or employ) the Restrained condition—perhaps by using illusions to lure enemies into a trap or by disarming a hazard mid-battle.

Restrained Tips for Player


Carry the Right Tools: Rope, oil, alchemist’s fire, a big bag of ball bearings or a simple dagger might be the key to ensnaring enemies or escaping them.

Coordinate with Allies: If your paladin is stuck in a giant spider’s web, your wizard might cast a carefully aimed fire spell to burn the webs—just don’t roast your friend in the process!

Leverage Class Abilities: Some classes and feats provide a bonus to escape from grapples or restraints. If your party is prone to sticky situations (literally), building these capabilities can save your bacon.

In the grand theatre of Dungeons & Dragons, few things are as comedic and terrifying as being pinned in place while your foes gleefully circle. The Restrained condition may feel like a minor inconvenience on paper, but at your table, it can mean the difference between triumphant heroism and an embarrassing tumble. As you venture forth, remember: a little preparation—and perhaps a well-sharpened sword—will help keep you out of the clutches of snaring vines, silk-spinning spiders, and all those annoyingly clingy animated rugs.