The official description of Restrained is as follows: (Source – Roll20)
- A Restrained creature’s speed becomes 0, and it cannot benefit from any bonus to its speed. A restrained creature cannot fly.
- Attack rolls against the creature have advantage, and the creature’s rolls have disadvantage.
- The creature has disadvantage on dexterity saving throws.
Countering Restrained is usually done by a Constitution Saving Throw, Sometimes Dexterity Saving throws. Breaking out of the restrained condition can also be accomplished typically using a Strength Check if it is caused by something like a net or handcuffs.
Causes of Restrained
There are numerous causes of the restrained condition, including class and monster abilities, Special weapons, Feats, Environment hazards, magic items, and more.
Monster Abilities
- Constrictor Snake {Constrict} [Player’s Handbook Pg 305]
- Crocodile {Bite} [Player’s Handbook Pg 305]
- Giant Spider {Web} [Player’s Handbook Pg 306]
- DC 12 Strength Check
- Web can be attacked externally using a bladed weapon
- The web is vulnerable to fire, but so are your clothes – be careful with this method.
Class Abilities
- Channel Divinity {Nature’s Wrath} (Paladin 3rd level Oath of the Ancients Feature) [Player’s Handbook pg 87]
- Strength or Dexterity Saving throw (it’s choice)
- Saving throw repeated at the end of each of the restrained target’s turn
Special Weapons
- Net [Player’s Handbook Pg 148]
- DC 10 Strength saving throw
- Affects Large or smaller creatures
- Does not affect formless creatures, such as ghosts, or huge creatures.
Feats
- Grappler {Pin} [Player’s Handbook Pg 167]
Environment Hazards
- Webs [Dungeon Master’s Guide Pg 105]
- Dexterity Saving throw to resist effect, DC 12
- Strength Saving Throw to Break out of effect, DC 12
- Quicksand [Dungeon Master’s Guide Pg 110]
- Strength saving throw DC 10+number of feet submergred
- If fully submerged, lose ability to breathe, and begin suffocating
- Falling Net [Dungeon Master’s Guide Pg 122]
- Knocks targets prone if they fail a DC 10 Strength Saving Throw
- DC 10 Strength check to free yourself or someone else trapped under the net
- Wilderness Chase Complication {d20 (7)} [Dungeon Master’s Guide Pg 254]
Magical Items
- Iron Bands of Bilarro [Dungeon Master’s Guide Pg 177]
- Rope of Entanglement [Dungeon Master’s Guide Pg 197]
- Wand of Binding [Dungeon Master’s Guide Pg 209]
- Wand of Wonder (98/100) [Dungeon Master’s Guide Pg 212]
Spells
- Ensnaring Strike (1st Level) [Player’s Handbook Pg 237]
- Strength Saving Throw
- Large or larger creature has advantage on saving throw
- Entangle (1st Level) [Player’s Handbook Pg 238]
- Strength Saving Throw
- Web (2nd Level) [Player’s Handbook Pg 287]
- Dexterity Saving Throw to resist the initial effect
- Strength Saving Throw to break out of the webbing
- Can be set aflame to burn away after one round
- Evard’s Black Tentacles (4th Level) [Player’s Handbook Pg 238]
- Strength or Dexterity Saving Throw (It’s choice)
- Telekinesis {Creature} (5th level) [Player’s Handbook Pg 280]
- Flesh to Stone (6th Level) [Player’s Handbook Pg 243]
- 3 failed Constitution saving throws the target will become petrified for the duration
- Restrained on Failed saving throw
- Prismatic Spray {Indigo} (7th Level) [Player’s Handbook Pg 267]
- Constitution Save x3, or turn to stone on 3 fails
- Prismatic Wall {Indigo} [9th Level) [Player’s Handbook Pg 267]
- Constitution Save x3, or turn to stone on 3 fails
- Imprisonment {Chaining} (9th level) [Player’s Handbook Pg 252]
- Lasts until the duration ends, whose conditions vary based on an agreement between caster and DM
- Can only be dispelled by Dispel Magic if cast at 9th level.
Counters to Restrained
Counters for this condition are pretty limited, outside of roleplaying and GM discretion. They are as follows:
Spells
- Speak With Plants (3rd Level) [Player’s Handbook Pg 277]
- Specifically referring to the plants created by the Entangle spell – You can ask them to unbind their target
- Dispel Magic (3rd Level) [Player’s Handbook Pg 234]
- Only if the cause of restrained is a magical source, unless otherwise specified. DM Discretion on what level it needs to be cast at to remove the effect.
- Freedom of Movement (4th Level) [Player’s Handbook Pg 244]
- Wish (9th level) [Player’s Handbook Pg 288]
Magical Items
- Ring of Free Action [Dungeon Master’s Guide Pg 191]
- Wand of Binding [Dungeon Master’s Guide Pg 209]
How Bad is Restrained?
As far as conditions go, restrained is roughly on par with prone when it comes to severity. However, it is a bit harder to contend with, in that it tends to be harder to cure when caused by magical means. The fact that creatures have advantage on attack rolls against you while you are restrained doesn’t help, and you have disadvantage on Dexterity saving throws, and any attacks you attempt to make while restrained.
Restrained also makes flying characters fall out of the sky, which can lead to fatal levels of falling damage very quickly. Ruin your GM’s day by making the BBEG fall to their death if you happen to be dealing with one that tries to fly away early on and you remember this tip.