Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Umbraturgy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 hour

Compels shadows to create various effects at a point within range. Change the size and shape of a creatures shadow, adv on stealth checks, cover dim or darkness, hide persons shape.

Ranger Transmutation Cantrip

Veil

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Emits a thick pale mist, gaining total cover but being blinded and deafened.

Ranger Conjuration Cantrip

Wind Lash

  • casting time 1 action
  • range 20 feet

  • components V, S
  • duration Instantaneous

Creates a solid lash of howling wind, dealing slashing damage and pushing the target.

Ranger Evocation Cantrip (elemental)

Wind Slash

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Sends a blade of wind in a straight line, forcing a Dexterity saving throw and dealing slashing damage.

Ranger Conjuration Cantrip

Spectral Scythe

  • casting time 1 action
  • range Touch

  • components V
  • duration Instantaneous, 10 minutes

Creates a blade of necrotic energy in the shape of a reaper's scythe at the end of a staff. Deals additional necrotic damage. Damage increases at higher levels.

Ranger Necromancy Cantrip

Sword Burst

  • casting time 1 action
  • range 5 feet

  • components V
  • duration Instantaneous

Creates a momentary circle of spectral blades around you. Creatures in range (other than you) must succeed on a Dexterity saving throw or take force damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

Manifests a minor wonder or supernatural sign within range. Various effects include booming voice, flame manipulation, ground tremors, instantaneous sounds, door/window manipulation, and altered eye appearance.

Ranger Transmutation Cantrip

Thieves’ Ruse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 10 minutes

Makes an object you possess invisible for up to 10 minutes. Cannot make the same object invisible again for 24 hours.

Ranger Illusion Cantrip

Thunderclap

  • casting time 1 action
  • range Self (5-foot radius)

  • components S
  • duration Instantaneous

Creates a burst of thunderous sound, damaging creatures (other than you) within 5 feet. Damage increases at higher levels.

Ranger Evocation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Toll the Dead

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Points at a creature, and the sound of a dolorous bell fills the air. Deals necrotic damage. Damage increases if the target is missing hit points.

Ranger Necromancy Cantrip

Tormenting Flame

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

Allows you to strike back at your attacker with a blast of fire when hit with an attack dealing critical damage. Deals fire damage.

Ranger Evocation Cantrip

Twinkle

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Creates or manipulates lights within range. Can have up to three non-instantaneous effects active at a time.

Ranger Evocation Cantrip (ritual)

Sensory Transfer

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Allows you to see through a willing creature's eyes or lets the creature see through your eyes until the start of your next turn.

Ranger Transmutation Cantrip

Shadow Embrace

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Causes shadows to manifest around a creature. Target must make a Wisdom saving throw or receive penalties to attack rolls and disadvantage on Dexterity saving throws.

Ranger Illusion Cantrip

Shadow Ink

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 hour

Pulls shadows into a vial, creating pitch-black ink. The ink dissipates after an hour or when the vial is stoppered.

Ranger Conjuration Cantrip

Shadowthorn

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Summons a spike of shadow to stab and push a creature. Deals piercing damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Shape Water

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous or 1 hour (see below)

Manipulates water in various ways, such as movement, shaping, changing color, or freezing. Can have no more than two non-instantaneous effects active at a time.

Ranger Transmutation Cantrip

Shawl of the Unseen

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 1 minute

Envelops a creature in a 10-foot-radius sphere of dark mist, granting advantage on Stealth checks. Range and size increase at higher levels.

Ranger Conjuration Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Delivers a shock to a creature with a melee spell attack. Advantage if the target wears metal armor. Deals lightning damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Spare the Living

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Targets a humanoid with 0 hit points, making it attempt a Death saving throw. On failure, the creature takes a step closer to death, and the caster gains 1d4 temporary hit points.

Ranger Necromancy Cantrip

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Projects noxious gas, requiring a Constitution saving throw. On a failure, the creature takes poison damage, increasing at higher levels.

Ranger Conjuration Cantrip

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V S
  • duration Up to 1 hour

Performs minor magical tricks, creating sensory effects, lighting/snuffing out fires, cleaning/soiling objects, chilling/warming/flavoring materials, making colors/marks/symbols appear, and creating trinkets or illusory images. Can have up to three effects active at a time.

Ranger Transmutation Cantrip

Pummelstone

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summons a fist-sized stone to hurl at a target, dealing bludgeoning damage. Target has disadvantage on its next attack roll or ability check during its next turn. Damage increases at higher levels.

Ranger Conjuration Cantrip (elemental)

Quicken

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

Grants a willing creature a roll of a d4 to add to its next initiative or Dexterity saving throw before the spell ends.

Ranger Transmutation Cantrip (temporal)

Radiant Blast

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Creates a line of radiant energy, damaging creatures in its path and giving them disadvantage on opportunity attacks against the caster. Damage increases at higher levels.

Ranger Evocation Cantrip

Rancorous-Mist Blade

  • casting time 1 action
  • range 5 feet

  • components V, M (a weapon)
  • duration 1 round

Requires a melee attack with a weapon, enveloping the target in acidic mist. Damage and area increase at higher levels.

Ranger Conjuration Cantrip

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Saps the vitality of a creature, forcing a Constitution saving throw. On a failure, the target takes necrotic damage and falls prone. Damage increases at higher levels.

Ranger Necromancy Cantrip (dunamancy)

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Scorch

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Ignites an unattended flammable object, dealing fire damage to nearby creatures. Damage increases at higher levels.

Ranger Evocation Cantrip

Scribe

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Creates a copy of a written work in your handwriting. Cannot reproduce magical properties.

Ranger Transmutation Cantrip (hieroglyph)

Lightning Lure

  • casting time 1 action
  • range 15 feet

  • components V
  • duration Instantaneous

Creates a lash of lightning energy, pulling a creature toward the caster and dealing lightning damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

Summons a spectral hand to manipulate objects within range.

Ranger Conjuration Cantrip

Melf’s Malicious Gravel

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Hurls loose stones and debris at a creature, requiring a Dexterity saving throw. On a failure, the creature takes bludgeoning damage. Damage increases at higher levels.

Ranger Transmutation Cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V S
  • duration Repairs a single break or tear in an object, leaving no trace of damage. Cannot restore magic to objects.

Ranger Transmutation Cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Allows the caster to whisper a message to a target within range. Target can reply in a whisper only the caster can hear. Can pass through solid objects if the caster is familiar with the target.

Ranger Transmutation Cantrip

Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S M (A bit of fleece)
  • duration 1 minute

Creates a sound or image of an object within range. The illusion can be of various sounds or small objects, but physical interaction reveals it to be an illusion. Investigation check can discern the illusion.

Ranger Illusion Cantrip

Mold Earth

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous or 1 hour

Manipulates dirt or stone in various ways, such as excavation, shaping patterns, or creating difficult terrain. Multiple effects can be active, and you can dismiss them as an action.

Ranger Transmutation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Night Terror

  • casting time 1 action
  • range 60 feet

  • components S, M (a pinch of salt)
  • duration Concentration, up to 1 minute

Summons a small shadowy figure to assault the mind of a creature, dealing psychic damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Phase

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Allows the caster to attempt to phase through a single attack, imposing disadvantage. If the attack is successful, the caster becomes incapacitated until the end of their next turn.

Ranger Abjuration Cantrip

Gust

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Creates effects like pushing a creature away, moving a small object, or producing harmless sensory effects using air.

Ranger Transmutation Cantrip

Hinder

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Up to 1 round

Assaults a creature with an invisible force, forcing a Strength saving throw. On a failure, the creature's movement speed is halved. Range and target size increase at higher levels.

Ranger Abjuration Cantrip

Hoarfrost

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 minute

Imbues a melee weapon with cold damage. The weapon becomes magical and deals additional cold damage on a successful hit. Damage increases at higher levels.

Ranger Evocation Cantrip (ring)

Ice Shard

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Shoots an icy shard at a creature, dealing cold damage. Critical hits cause vulnerability to cold damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Illuminate

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Releases a cloud of shimmering gas at a creature, dealing radiant damage and imposing disadvantages on Stealth checks. Damage increases at higher levels.

Ranger Evocation Cantrip (ritual)

Infestation

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Causes a cloud of parasites to appear on a creature, dealing poison damage and forcing it to move in a random direction. Damage increases at higher levels.

Ranger Conjuration Cantrip

Jolt

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Sends sparks to shock a creature, granting advantage on the next death saving throw for unconscious targets. Deals lightning damage, increasing at higher levels.

Ranger Evocation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Lacerate

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Shoots two bolts of necrotic energy at a creature, dealing damage. If both bolts hit, reduces the target's hit point maximum. Damage increases at higher levels.

Ranger Necromancy Cantrip

Life Thread

  • casting time 1 action
  • range 5 feet

  • components V
  • duration 1 minute

Creates a binding thread between the caster and a creature. If they move more than 5 feet away, the creature takes necrotic damage. Damage increases at higher levels.

Ranger Necromancy Cantrip

Light

  • casting time 1 action
  • range Touch

  • components V
  • duration 1 hour

Sheds bright light in a radius, creating dim light for an additional range. Can be colored as desired. Ends if cast again or dismissed. Forces Dexterity saving throw on hostile creatures.

Ranger Evocation Cantrip

Lightshape

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous or 1 hour

Alters light in various ways, such as changing color, brightness, or causing flammable objects to ignite. Can have up to three effects active at a time.

Ranger Transmutation Cantrip

Fresh Paint

  • casting time 1 action
  • range Self

  • components S
  • duration 1 hour

Creates magical paint usable in any way ordinary paint can be used. Remains tangible for an hour, with extended duration for additional minutes.

Ranger Conjuration Cantrip

Friends

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

Grants advantage on Charisma checks directed at one non-hostile creature. When the spell ends, the creature becomes hostile.

Ranger Enchantment Cantrip

Frostbite

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Causes numbing frost on a creature, dealing cold damage and imposing disadvantage on its next weapon attack roll. Damage increases at higher levels.

Ranger Evocation Cantrip

Glacial Blade

  • casting time 1 action
  • range 5 feet

  • components V
  • duration 1 round

Requires a melee attack with a weapon. On a hit, encases the target in ice. If the target makes a weapon attack, it takes cold damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Gleam

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

Emits a bright flash of light, shedding brightness in a radius and dealing radiant damage to a creature grappling the caster.

Ranger Evocation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Glimmer

  • casting time 1 action
  • range Self (30 feet)

  • components V, S, M (a coin)
  • duration 1 round

Creates a dazzling light to draw attention. Creatures make a Wisdom saving throw, suffering disadvantage on ability checks if they fail.

Ranger Illusion Cantrip

Gloom

  • casting time 1 action
  • range Touch (15-foot sphere)

  • components V, S
  • duration Up to 10 minutes

Absorbs natural light, creating darkness within a radius. Bright light becomes dim light, and dim light becomes darkness.

Ranger Evocation Cantrip

Green-Flame Blade

  • casting time 1 action
  • range 5 feet

  • components V
  • duration Instantaneous

Requires a melee attack with a weapon. On a hit, deals normal attack damage and causes green fire to leap to another creature, dealing additional fire damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Grim Scythe

  • casting time 1 bonus action
  • range Self

  • components V, S, M (a handful of hay seed and a quarterstaff)
  • duration 1 minute

Forms a spectral blade on a touched quarterstaff, using the caster's spellcasting ability for attack and damage rolls. Deals necrotic damage and has an increased damage die.

Ranger Transmutation Cantrip

Grimlore’s Influence

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Deals psychic damage to frightened creatures within range. Damage and range increase at higher levels.

Ranger Necromancy Cantrip

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

Grants a target the ability to roll a d4 and add the result to one ability check.

Ranger Divination Cantrip

Dazzle

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Creates a blinding flash of light in front of a creature, imposing disadvantage on its next attack or granting advantage on the next attack against it.

Ranger Illusion Cantrip

Disarm

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Forces a creature to make a Strength saving throw to avoid dropping an object or weapon it's holding.

Ranger Evocation Cantrip

Douse

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous

Summons saltwater to extinguish flames or deal cold damage to a creature on a failed Constitution saving throw. Damage increases at higher levels.

Ranger Conjuration Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Dragon Roar

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

Amplifies the caster's voice to assault the mind of a creature, dealing psychic damage and causing fear. Damage increases at higher levels.

Ranger Evocation Cantrip (dragon)

Dueling Shadows

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Targets two creatures within range. Each must make a Dexterity saving throw or take necrotic damage. If one moves, both make another saving throw. Damage increases at higher levels.

Ranger Transmutation Cantrip

Eidolic Chains

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Forces a creature within range to make a Strength or Dexterity skill check to avoid being grappled.

Ranger Conjuration Cantrip

Eldritch Blast

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Fires a beam of crackling energy at a creature, dealing force damage. Creates additional beams at higher levels.

Ranger Evocation Cantrip

Encrypt/Decrypt

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Hides or reveals the contents of a written message. Ends when cast again or dispelled.

Ranger Transmutation Cantrip (hieroglyph)

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Hurls a mote of fire at a creature or object, dealing fire damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Forget

  • casting time 1 action
  • range Self

  • components V, S
  • duration 8 hours

Temporarily suppresses a memory, requiring a Wisdom saving throw for others to access it magically.

Ranger Enchantment Cantrip

Booming Blade

  • casting time 1 action
  • range 5 feet

  • components V, M (a weapon)
  • duration 1 round

Melee attack with a weapon, sheathing the target in booming energy. If it moves before the caster's next turn, it takes thunder damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Break

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Generates a thunderclap, dealing thunder damage to an unattended object and flinging shrapnel at nearby creatures. Piercing damage increases at higher levels.

Ranger Evocation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Cheerful Song

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Bolsters the spirits of up to 3 friendly creatures, granting temporary hit points and a +1 bonus to their first attack roll, saving throw, or ability check.

Ranger Enchantment Cantrip

Chill Touch

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Creates a ghostly, skeletal hand to make a ranged spell attack. Deals necrotic damage and prevents the target from regaining hit points. Damage increases at higher levels.

Ranger Necromancy Cantrip

Conflagrate

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Burns a target, dealing fire damage and marking it with a fiery rune. Target takes additional fire damage if it takes fire damage from any source. Damage increases at higher levels.

Ranger Evocation Cantrip

Control Flames

  • casting time 1 action or bonus action
  • range 60 feet

  • components S
  • duration Instantaneous or 1 hour

Affects nonmagical flame in various ways, such as expanding, extinguishing, or changing color. Can create simple shapes within the flames.

Ranger Transmutation Cantrip

Corruption

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

Imbues the ground with faint necrotic energy, causing a penalty to attack rolls for creatures other than the caster. Range increases at higher levels.

Ranger Necromancy Cantrip

Create Bonfire

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Creates a bonfire that damages creatures in its space. Damage increases at higher levels.

Ranger Conjuration Cantrip

Dancing Lights

  • casting time 1 action or bonus action
  • range 120 feet

  • components Four points within range
  • duration V, S

Up to 1 minute

Ranger Evocation Cantrip

Acid Splash

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Hurls a bubble of acid at one or two creatures. Targets must make a Dexterity saving throw or take acid damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Animate Skull

  • casting time 1 action
  • range Touch

  • components V, S, M (a skull)
  • duration 1 hour

Animates a skull, allowing it to speak a short phrase or snap at creatures that touch it. Damage increases at higher levels.

Ranger Necromancy Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Astral Barrier

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

Forms a shield of astral energy, reducing damage from an attack. The number of uses increases at higher levels.

Ranger Abjuration Cantrip

Benediction

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Calls down a blessing of protection on a creature, allowing it to roll a d4 to reduce damage. The spell then ends.

Ranger Abjuration Cantrip (angelic)

Blade Ward

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

Grants resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of the caster's next turn.

Ranger Abjuration Cantrip

Blood Tide

  • casting time 1 action
  • range 25 feet

  • components V
  • duration 4 rounds

Causes a targeted creature to bleed, imposing penalties on Intelligence, Charisma, and Wisdom checks. No effect on undead or constructs.

Ranger Necromancy Cantrip (blood)

Trick Question

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Compels a target to truthfully answer a one-word question on a failed Wisdom saving throw.

Ranger 1st-level enchantment (hieroglyph)

Undermine Armor

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Decreases a target's AC by 2 on a failed Constitution saving throw. No effect on creatures without separate armor.

Ranger 1st-level transmutation (chaos)

Unseen Servant

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of string and a bit of wood)
  • duration 1 hour

Creates an invisible, mindless, shapeless servant that performs simple tasks. Lasts until the spell ends or it drops to 0 hit points.

Ranger 1st-level conjuration (ritual)

Veil of Shadow

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

Grants advantage on Dexterity (Stealth) checks and invisibility when not moving or taking actions in dim light or darkness.

Ranger 1st-level illusion

Weapon of Blood

  • casting time 1 action
  • range Self

  • components V, S, M (a pinch of iron shavings)
  • duration Concentration, up to 1 hour

Inflicts self-damage to create a +1 dagger. Higher levels increase initial damage and enhance the dagger.

Ranger 1st-level transmutation (blood)

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1

Wind Tunnel

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M (a hollow reed or paper tube)
  • duration Concentration, up to 1 minute

Creates a wind tunnel with various effects on movement and ranged attacks. Disperses gases and extinguishes flames.

Ranger 1st-level evocation (elemental)

Witch Bolt

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Forms a sustained arc of lightning between caster and target. Can automatically deal lightning damage on subsequent turns. Higher levels increase initial damage.

Ranger 1st-level evocation

Withered Sight

  • casting time 1 action
  • range Touch

  • components V, S, M (a dried lizard’s eye)
  • duration Instantaneous

Causes a target's eyes to age rapidly, imposing disadvantage on Perception and attack rolls. Higher levels allow targeting additional creatures.

Ranger 1st-level necromancy (temporal)

Zen Archery

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

Allows using Spellcasting ability modifier instead of Dexterity for attack and damage rolls with ranged weapons.

Ranger 1st-level divination

Illusory Script

  • casting time 1 minute
  • range Touch

  • components S, M (lead-based ink worth 10 gp)
  • duration 10 days

Imbues writing with an illusion, appearing normal to designated creatures. Appears as unintelligible script to others. Truesight can reveal the hidden message.

Ranger 1st-level illusion (ritual)

Snare

  • casting time 1 minute
  • range Touch

  • components S, M (25 feet of rope)
  • duration 8 hours

Creates a magic trap that restrains creatures in a 5-foot radius circle. Can be ended by a successful Dexterity saving throw or Intelligence (Arcana) check.

Ranger 1st-level abjuration

Speak with Inanimate Object

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute

Awakens a spirit in an inanimate object, allowing the caster to ask questions and gain information.

Ranger 1st-level divination (ritual, hieroglyph)

Spider's Kiss

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration 1 round

Charms a target, making the caster appear as a perfect paramour. Target may grapple the caster. On a successful saving throw, caster can deal acid damage. Higher levels increase acid damage.

Ranger 1st-level illusion

Stanch

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Causes a target's blood to coagulate, stabilizing it and ending bleeding or wounding effects. Target can't be a source of blood for certain spells or effects.

Ranger 1st-level transmutation (blood)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Starlight Shroud

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

Surrounds you with ghostly starlight. When damaged, explodes, dealing 2d10 radiant damage to creatures within 10 feet. Higher levels increase damage.

Ranger 1st-level abjuration (ritual)

Sudden Awakening

  • casting time 1 bonus action
  • range 10 feet

  • components V
  • duration Instantaneous

Awakens sleeping creatures and allows prone creatures to stand without expending movement.

Ranger 1st-level enchantment

Tenser’s Expedient Pit

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

Creates a 10x10x10-foot magical pit in an unoccupied space, anchored to a solid surface. Lasts for the duration.

Ranger 1st-level conjuration

Thin the Ice

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of sunstone)
  • duration Instantaneous

Melts a 10-foot radius, 40-foot deep cylinder of ice. Creatures falling take 2d6 cold damage. Water refreezes gradually.

Ranger 1st-level transmutation (winter)

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

Creates a wave of thunderous force. Creatures in a 15-foot cube must make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet. Higher levels increase damage.

Ranger 1st-level evocation

Tidal Barrier

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S, M (a piece of driftwood)
  • duration Concentration, up to 1 minute

Creates difficult terrain and forces Strength saving throws on creatures entering, pushing them away and reducing speed to 0 on a failure.

Ranger 1st-level abjuration (elemental)

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M (a small silver mirror)
  • duration 1 minute

Wards a creature, forcing attackers to make a Wisdom saving throw. On a failure, they must choose a new target or lose the attack or spell.

Ranger 1st-level abjuration

Sandblast

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Deals 2d6 piercing damage to creatures in a 15-foot cone. Higher levels increase damage.

Ranger 1st-level evocation

Seer’s Reaction

  • casting time 1 reaction, at the start of any other creature's turn
  • range Self

  • components V, S
  • duration Instantaneous

Rerolls Dexterity check for initiative with a +5 bonus. Takes the higher of the two results.

Ranger 1st-level divination (combat)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Sense Emotion

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

Attune your senses to pick up the prevailing emotions of one humanoid you can see within 30 feet.

Ranger 1st-level divination

Grimlore’s Shadowblight

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 1d12 necrotic damage. Target makes a Wisdom saving throw or becomes frightened until the end of your next turn. Higher levels increase damage.

Ranger 1st-level necromancy

Shed Skin

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Ends grapple and allows movement up to 15 feet without provoking attacks of opportunity.

Ranger 1st-level transmutation

Silent Image

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a bit of fleece)
  • duration Concentration, up to 10 minutes

Creates the image of an object, creature, or phenomenon within a 15-foot cube. Visual only. Investigation check can reveal it as an illusion.

Ranger 1st-level illusion

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • duration 1 minute

Puts creatures to sleep based on hit points. Undead and creatures immune to being charmed are unaffected. Higher levels affect more hit points.

Ranger 1st-level enchantment

Slippery Fingers

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Forces a target creature to drop a nonmagical item unless it makes a successful Charisma saving throw. Can't cause magic items to be dropped.

Ranger 1st-level divination (combat)

Smolder

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Up to 1 minute

Adds 1d8 fire damage to the next source of fire damage dealt. Can only have one active at a time. Higher levels increase damage.

Ranger 1st-level transmutation

Misery

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

Target makes a Constitution saving throw. On a failure, takes 1d6 necrotic damage, and its soul becomes tainted. You regain hit points equal to half the damage dealt. While within 30 feet of you, the target can be forced to take additional necrotic damage at the start of your turns. A chosen creature within 5 feet of the target regains hit points equal to half the damage dealt. Saving throw ends the spell. Higher levels increase damage.

Ranger 1st-level necromancy

Mosquito Bane

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

Kills insects or swarms with fewer than 25 hit points within 50 feet. Higher levels increase hit points affected.

Ranger 1st-level necromancy (rune)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Murmurs of the Restless

  • casting time 1 action
  • range Self

  • components V, S, M (burning incense)
  • duration Instantaneous

Mentally connect with recently deceased spirits within 30 feet. On a failed saving throw or if more than 5 dead creatures are present, take psychic damage and can't cast the spell until a long rest. On a success, sense emotions of dead creatures within range.

Ranger 1st-level necromancy (ritual)

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M (holy water or powdered silver and iron)
  • duration Concentration, up to 10 minutes

Grants protection against aberrations, celestials, elementals, fey, fiends, and undead. Disadvantage on attacks, immunity to charm, fear, and possession.

Ranger 1st-level abjuration

Puppet

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

Target humanoid makes a Constitution saving throw. On a failure, forced to move and may drop what it's holding. No effect on charmed immunes.

Ranger 1st-level enchantment

Purify Food and Drink

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Purifies nonmagical food and drink in a 5-foot-radius sphere.

Ranger 1st-level transmutation (ritual)

Ray of Respite

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target gains benefits, including ignoring one condition or disease and removing one level of exhaustion. Ends with the creature regaining any removed effects.

Ranger 1st-level evocation

Ray of Sickness

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 2d8 poison damage. Target makes a Constitution saving throw or is poisoned until the end of your next turn. Higher levels increase damage.

Ranger 1st-level necromancy

Reaper’s Scythe

  • casting time 1 bonus action
  • range Self

  • components V, S, M (a piece of a scythe blade)
  • duration Concentration, up to 1 minute

Creates a necrotic scythe. Melee spell attack deals 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt. Higher levels increase damage.

Ranger 1st-level necromancy

Ringstrike

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a metal ring for each strike)
  • duration 1 hour

Infuses metal rings with magic. Rings orbit around you and can be launched to deal damage and push the target away. Higher levels affect more rings.

Ranger 1st-level transmutation (ring)

Rot

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Target makes a Constitution saving throw or takes 2d12 necrotic damage. Higher levels increase damage.

Ranger 1st-level necromancy

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Light of Lunia

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

Glows with silvery radiance. Creates a ray of silver light dealing 2d6 radiant damage. Higher levels increase damage.

Ranger 1st-level evocation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M (a pinch of dirt)
  • duration 1 hour

Target's speed increases by 10 feet. Higher levels target additional creatures.

Ranger 1st-level transmutation

Mage Armor

  • casting time 1 action (300 Mana)
  • range Touch

  • components V S M (A piece of cured leather)
  • duration 10 hours

Grants a willing creature unarmored AC of 13 + Dexterity or Constitution modifier. Ends if target dons armor or if dismissed.

Ranger 3st-level abjuration

Magic Missile

  • casting time 1 action (100 Mana)
  • range 120 feet

  • components V S
  • duration Creates three darts of force. Each dart deals 1d4 + 1 force damage. Higher levels create more darts.

Ranger 1st-level evocation

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Creates a 10-foot-radius sphere where gravity increases. Creatures make Constitution saving throws, taking 2d8 force damage on a fail and having their speed halved. Objects require a Strength check against your spell save DC to pick up or move. Higher levels increase damage.

Ranger 1st-level transmutation (dunamancy)

Masterful Focus

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 10 minutes

Heightens senses and reflexes. Critical hits on a d20 roll of 18-20. Disadvantage on an attack roll is ignored if one result is in this range. Ends after a critical hit. Higher levels expand the critical hit range.

Ranger 1st-level enchantment

Mend Flesh

  • casting time 1 action
  • range Touch

  • components V, S, M (a needle and thread)
  • duration Instantaneous

Stitches closed wounds or reattaches a severed limb. Target regains hit points equal to its Constitution modifier. Limb reattachment comes with temporary disadvantages. Higher levels increase time limit and healing.

Ranger 1st-level transmutation

Larloch’s Minor Drain

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 1d8 necrotic damage. You regain hit points equal to half the damage dealt. If at max hit points, gain double as temporary hit points.

Ranger 1st-level necromancy

Id Insinuation

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target makes a Wisdom saving throw or becomes incapacitated. Takes 1d12 psychic damage at the end of each turn. Can make a new saving throw at the end of each turn. Spell ends on a success.

Ranger 1st-level enchantment

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Ill-Fated Word

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Roll a d4 and subtract the result from a target creature’s attack roll, ability check, or saving throw.

Ranger 1st-level divination (chaos)

Ice Knife

  • casting time 1 action
  • range 60 feet

  • components S, M (a drop of water or piece of ice)
  • duration Instantaneous

Ranged spell attack deals 1d10 piercing damage. Shard explodes, forcing Dexterity saving throws for additional cold damage to target and creatures nearby. Higher levels increase cold damage.

Ranger 1st-level conjuration

Icicle Daggers

  • casting time 1 action
  • range Self

  • components V, S, M (a miniature dagger shaped like an icicle)
  • duration Instantaneous or special

Create six icicle daggers. Each functions as a dagger with an additional 1d4 cold damage on hit. Melts after leaving your hand. Duration increases with higher spell slots.

Ranger 1st-level conjuration (winter)

Identify

  • casting time 1 minute (100 Mana)
  • range Touch

  • components Learn properties, use requirements, charges, and magic-imbued properties of a touched object. Learn affecting spells on a touched creature.
  • duration

Ranger 1st-level divination (ritual)

Inaudible

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target makes a Constitution saving throw. On a failure, unable to cast verbal component spells of a chosen school. New saving throw at the end of each turn. Higher levels allow selecting additional schools.

Ranger 1st-level necromancy

Inflict Pain

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Target makes a Constitution saving throw. On a failure, takes 1d10 necrotic damage and is incapacitated until your next turn.

Ranger 1st-level necromancy

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Melee spell attack deals 3d10 necrotic damage. Higher levels increase damage.

Ranger 1st-level necromancy

Injurious Spellbook

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a spellbook)
  • duration Instantaneous

Transmute pages of your spellbook into sharp edges, dealing damage to creatures in range. Higher levels increase damage.

Ranger 1st-level transmutation

Insightful Maneuver

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

Target has vulnerability to one damage type of your choice until the end of your turn. Learn additional vulnerabilities if present.

Ranger 1st-level divination (combat)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Interpret Bone

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Touch a bone from a creature dead for 10 days to a year. See a brief vision of how it died.

Ranger 1st-level divination

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M (a grasshopper’s hind leg)
  • duration 1 minute

Target’s jump distance is tripled.

Ranger 1st-level transmutation

Kobold’s Fury

  • casting time 1 action
  • range Touch

  • components V, S, M (a kobold scale)
  • duration 1 round

Target gains advantage on melee weapon attacks. Deals additional damage on next successful melee weapon attack against a larger creature.

Ranger 1st-level transmutation (dragon)

Grease

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a bit of pork rind or butter)
  • duration 1 minute

Creates difficult terrain in a 10-foot square. Creatures in the area make Dexterity saving throws or fall prone upon entering or ending their turn. Higher levels don’t affect the spell.

Ranger 1st-level conjuration

Guest of Honor

  • casting time 1 action
  • range Touch

  • components V, M (a signet ring worth 25 gp)
  • duration 10 minutes

Target gains confidence and positive associations. Adds 1d4 to Charisma (Persuasion) checks and +2 bonus to status score. Higher levels increase duration. Ritual focus extends duration to 24 hours.

Ranger 1st-level enchantment (ritual, high elven)

Guiding Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Ranged spell attack deals 4d6 radiant damage. Next attack against target has advantage. Higher levels increase damage.

Ranger 1st-level evocation

Guiding Hand

  • casting time 1 minute
  • range 5 feet

  • components V, S
  • duration Concentration, up to 8 hours

Create a Tiny incorporeal hand of light. Follows you and leads toward a major landmark. Beckons you to follow.

Ranger 1st-level divination (ritual)

Guillotine

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

Creature touched makes a Strength saving throw. Restrained by ethereal chains, and a magical blade deals 2d8 slashing damage. Additional damage each round. Target can use its action to attempt a Strength saving throw to break free. Higher levels increase initial damage.

Ranger 1st-level conjuration

Hand of Helios

  • casting time 1 action
  • range 20 feet

  • components V, S
  • duration Instantaneous

Create a 5-foot-wide line of radiant energy. Creatures in the line make Dexterity saving throws, taking damage on a failed save. One creature in the line makes a Strength saving throw, taking damage and potentially being thrown on a failed save. Higher levels increase damage.

Ranger 1st-level evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

Target regains 1d4 + spellcasting ability modifier hit points. Higher levels increase healing.

Ranger 1st-level evocation

Heavy Blow

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Imbue a weapon with heft. First successful melee attack deals an extra 2d6 bludgeoning damage. Target must succeed a Constitution saving throw or be stunned. Higher levels increase extra damage and stun duration.

Ranger 1st-level transmutation

Helm’s Everwatchful Eye

  • casting time 1 reaction, when you see a creature within range fail a saving throw
  • range 30 feet

  • components V, S
  • duration Instantaneous

Roll a d20 when a creature fails a saving throw. On a 16 or higher, the target succeeds. Higher levels reduce the required roll.

Ranger 1st-level abjuration

Hobble Mount

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

Successful melee spell attack against a mount. Beast is disabled and takes damage if it moves more than half its speed. Higher levels increase damage.

Ranger 1st-level necromancy (battle)

Hunter's Mark

  • casting time 1 bonus action (100 mana)
  • range 90 feet

  • components V
  • duration Concentration, 1 hour

Mark a creature as your quarry. Deal extra damage on hits and have advantage on Perception or Survival checks to find it. Can be moved to a new target if the current one drops to 0 hit points. Higher levels increase duration.

Ranger 1st-level divination

Fist of Stone

  • casting time 1 action
  • range Self

  • components V, S, M (a pebble inscribed with a stylized fist)
  • duration 1 minute

Transform your hand into living stone. Unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. Proficient with unarmed strikes. Attacks considered magic weapon attacks.

Ranger 1st-level transmutation

Tenser’s Floating Disk

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a drop of mercury)
  • duration 1 hour

Create a floating disk that holds up to 500 pounds. Follows you within 20 feet. Can move across terrain but can't cross an elevation change of 10 feet or more. Higher levels increase size and duration.

Ranger 1st-level conjuration (ritual)

Flurry

  • casting time 1 bonus action
  • range Self

  • components V, S, M ()
  • duration 1 round

Create a 5-foot radius flurry of snow. Disadvantage on Wisdom (Perception) checks and attack rolls into, out of, or through the area.

Ranger 1st-level transmutation (rune)

Fog Cloud

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

Create a 20-foot-radius sphere of fog, heavily obscuring the area. Higher levels increase the radius.

Ranger 1st-level conjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Foretell Distraction

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Instantaneous

Gain the benefits of a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet. Move up to 10 feet during the spell. Must remain hidden afterward.

Ranger 1st-level divination (combat)

Freeze Potion

  • casting time 1 reaction, when you see a creature about to use a potion
  • range 25 feet

  • components V, S
  • duration Instantaneous

Freeze the contents of a potion vial, drinking horn, or similar container. Contents melt normally. Higher levels may have additional effects.

Ranger 1st-level transmutation (rune)

Frost Fingers

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Blast freezing cold in a 15-foot cone. Creatures in the area make a Constitution saving throw, taking cold damage on a failed save. Nonmagical liquids freeze. Higher levels increase damage.

Ranger 1st-level evocation

Nybor’s Gentle Reminder

  • casting time 1 action
  • range 30 ft.

  • components V, S, M (a thin wooden switch at least 2 ft. long)
  • duration Concentration, up to 1 minute

Target creature makes a Constitution saving throw or suffers disadvantage on ability checks, attack rolls, and saving throws. Concentrating creatures must immediately make a concentration check.

Ranger 1st-level enchantment

Ghost Writer

  • casting time 1 action
  • range Touch

  • components V, S, M (Two quills from different creatures)
  • duration 1 hour

Transcribe spoken words onto a writing surface. Permanent writings with chosen language, handwriting style, and color.

Ranger 1st-level evocation (ritual)

Gift of Alacrity

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Touch a willing creature. For the duration, the target adds 1d8 to its initiative rolls.

Ranger 1st-level divination (dunamancy)

Goat’s Hoof Charm

  • casting time 1 action
  • range Touch

  • components V, S, M (a goat’s hoof)
  • duration 1 minute

Target moves at three-quarters normal speed on slopes, gains a bonus on checks to prevent falls, and has advantage on Dexterity checks on narrow ledges. Higher levels increase duration.

Ranger 1st-level transmutation (rune)

Gravity Pulse

  • casting time 1 action
  • range Self (15-foot radius)

  • components V, S
  • duration Instantaneous

Concentrate gravity around you. Creatures within 15 feet make a Strength saving throw, taking bludgeoning damage and being pulled toward you on a failed save. Higher levels increase damage.

Ranger 1st-level transmutation (ritual)

Divine Arm

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a nonmagical weapon)
  • duration Concentration, up to 1 minute

Imbue a melee weapon with divine power and launch it at a target. Make a melee spell attack. Deals additional radiant or necrotic damage. Weapon breaks after use. Higher levels increase damage.

Ranger 1st-level transmutation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Dread

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M (a petrified eye of a rabbit)
  • duration Concentration, up to 1 minute

Fill a creature with trepidation. On a failed Wisdom saving throw, disadvantage on attacks against you, and disadvantage on Wisdom skill checks. Remove curse ends the effect.

Ranger 1st-level necromancy

Duskwalk

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Teleport to a location within range. Make a single melee spell attack as a bonus action. Higher levels increase range and damage.

Ranger 1st-level divination

Earth Tremor

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S
  • duration Instantaneous

Cause a tremor in a 10-foot radius. Creatures must make a Dexterity saving throw, taking bludgeoning damage and being knocked prone on a failed save. Higher levels increase damage.

Ranger 1st-level evocation

Earthen Grip

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target makes a Strength saving throw. On a failed save, the target is restrained. It can use its action to make a Strength saving throw to break free.

Ranger 1st-level transmutation

Earthen Pillar

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create a 5-foot diameter, 20-foot high earthen pillar. Creatures on it may be lifted. Pillar may deal damage if prevented from reaching full height. Higher levels increase height and potential damage.

Ranger 1st-level transmutation

Endurance

  • casting time 1 minute
  • range Touch

  • components V, S, M (two days worth of rations, worth at least 1 gp in total, consumed)
  • duration 8 hours

Grant supernatural endurance to a creature. Ignore extreme heat, extreme cold, frigid water, and high altitude. Double breath duration. Advantage on saving throws against exhaustion. Higher levels allow touching additional creatures.

Ranger 1st-level transmutation

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

Move at an incredible pace. Dash as a bonus action on each turn.

Ranger 1st-level transmutation

Extract Foyson

  • casting time 1 minute
  • range 30 feet

  • components V, S, M (a wooden bowl)
  • duration Permanent

Extract nutrition from three days' worth of meals into a tablespoon of powder. Powder can be consumed for nutrition. Higher levels extract additional meals. Ritual Focus can turn daily foyson into a slice of elven bread.

Ranger 1st-level transmutation (ritual, high elven)

Faerie Fire

  • casting time 1 action (100 mana)
  • range 60 feet

  • components V
  • duration Concentration, 1 minute

Outlines objects in a 20-foot cube in light. Creatures make a Dexterity saving throw or also get outlined. Outlined objects and creatures shed dim light, granting advantage on attacks against them.

Ranger 1st-level evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Fall

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

Alter gravity for yourself, reorienting the direction of down until the end of your turn. Fall in any chosen direction, up to 500 feet. Use caution, as misuse can be deadly.

Ranger 1st-level transmutation

False Life

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Gain 1d4 + 4 temporary hit points. Higher levels grant additional temporary hit points.

Ranger 1st-level necromancy

Feather Fall

  • casting time 1 reaction
  • range 60 feet

  • components V, M (a small feather or piece of down)
  • duration 1 minute

Reaction: Slow the fall of creatures within 60 feet, preventing falling damage and allowing them to land on their feet.

Ranger 1st-level transmutation

Find Familiar

  • casting time 1 hour
  • range 10 feet

  • components V, S, M (10 gp worth of charcoal, incense, and herbs, consumed by fire in a brass brazier)
  • duration Instantaneous

Summon a familiar in animal form. Familiar acts independently, can't attack, and can deliver touch spells. Can be telepathically communicated with and seen through its eyes.

Ranger 1st-level conjuration (ritual)

Cruorwhip

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 minute

Create a whip from your own blood. Make a melee spell attack for 2d6 necrotic damage. Health cost increases reach. Higher levels increase damage.

Ranger 1st-level necromancy (hemomancy)

Crystalline Eye

  • casting time 1 action
  • range Touch

  • components V, S, M (a synthetic eye made from glass or crystal, worth at least 50 gp)
  • duration 1 hour

Imbue a synthetic eye with magical power, allowing you to see through it within 100 feet. Higher levels increase the distance threshold.

Ranger 1st-level divination

Cure Wounds

  • casting time 1 action (100 Mana)
  • range Touch

  • components V, S
  • duration Instantaneous

Heal a creature for 1d8 + spellcasting ability modifier hit points. Higher levels increase healing.

Ranger 1st-level evocation

Cursed with Undeath

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

Curse a humanoid. If it dies during the curse, it rises as a zombie under your control for 1 minute. Remove curse ends the effect.

Ranger 1st-level necromancy

Death's Grasp

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Spectral hands create difficult terrain. Creatures in the area make a Dexterity saving throw or take necrotic damage. Higher levels increase the covered area.

Ranger 1st-level necromancy

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Deep Breath

  • casting time 1 action
  • range Touch

  • components V
  • duration 2 hours

Allow a creature to breathe normally in thin oxygen up to 30,000 feet. Duration shared among touched creatures. Duration increases with higher spell slots.

Ranger 1st-level transmutation (rune)

Defy Ruin

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hours

Grant an object resistance to all damage and immunity to damage less than 5. Touch to remove. Duration increases with higher spell slots.

Ranger 1st-level abjuration

Detect Chaos and Order

  • casting time 1 action
  • range Self (15-foot-radius sphere)

  • components V, S
  • duration Up to 10 minutes

Detect the alignment of creatures within range, distinguishing between lawful, neutral, and chaotic auras.

Ranger 1st-level divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M (a yew leaf)
  • duration Concentration, up to 10 minutes

Sense and identify poisons, poisonous creatures, and diseases within 30 feet. Penetrates most barriers.

Ranger 1st-level divination (ritual)

Detect Magic

  • casting time 1 action (100 Mana)
  • range Self

  • components V S
  • duration Up to 10 minutes

Sense magic within 30 feet, see a faint aura around magical creatures or objects, and learn their school of magic. Penetrates most barriers.

Ranger 1st-level divination (ritual)

Circle of Wind

  • casting time 1 action
  • range Self

  • components V, S, M (a crystal ring)
  • duration 8 hours

Gain +2 AC against ranged attacks and advantage on saving throws against extreme heat and harmful gases while in a mild vortex.

Ranger 1st-level abjuration (ring)

Color Spray

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S, M (a pinch of red, yellow, and blue powder or sand)
  • duration 1 round

Create a cone of colored light, affecting creatures based on hit points. Blinds affected creatures. Higher levels increase damage.

Ranger 1st-level illusion

Command

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

Speak a one-word command to make a creature follow the command on its next turn. Commands include Approach, Drop, Flee, Grovel, Halt. Higher levels allow affecting additional creatures.

Ranger 1st-level enchantment

Comprehend Languages

  • casting time 1 action (100 Mana)
  • range Self

  • components V S M (A pinch of soot and salt)
  • duration 1 hour

Understand spoken and written languages. Penetrates barriers. Shortcut: [[Saving folder/Spells/Level 1/Comprehend Languages]]

Ranger 1st-level divination (ritual)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Corrosive Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Coats your hand with acid, making a melee spell attack. On a hit, deal 4d6 acid damage. Damage increases with higher spell slots.

Ranger 1st-level conjuration

Create or Destroy Water

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a drop of water or a few grains of sand)
  • duration Instantaneous

Create or destroy up to 10 gallons of water. Effects increase with higher spell slots.

Ranger 1st-level transmutation

Cecile’s Hideous Laughter

  • casting time 1 action
  • range 30 feet

  • components V, S, M (tiny tarts and a feather)
  • duration Concentration, up to 1 minute

Make a creature perceive everything as funny, causing fits of laughter and incapacitation. Wisdom saving throw to resist. Shortcut: [[Masterscreen/Saving folder/Spells/Level 1/Cecile's Hideous Laughter]]

Ranger 1st-level enchantment

Ceremony

  • casting time 1 hour
  • range Touch

  • components V, S, M (25 gp worth of powdered silver, consumed)
  • duration Instantaneous

Perform a religious ceremony with various effects, such as atonement, bless water, coming of age, dedication, funeral rite, or wedding.

Ranger 1st-level abjuration (ritual)

Charm Person

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S
  • duration 1 hour

Attempt to charm a humanoid, forcing a Wisdom saving throw. Charmed creature regards you as a friendly acquaintance. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Charm Person]] Wisdom saving throw, Enemy ADV is Hostile.

Ranger 1st-level enchantment

Chromatic Orb

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a diamond worth at least 50 gp)
  • duration Instantaneous

Hurl a 4-inch-diameter sphere of energy at a creature, dealing 3d8 damage of a chosen type. Damage increases with higher spell slots.

Ranger 1st-level evocation

Chronal Lance

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a gear spring)
  • duration 1 minute

Send glowing lances of temporal energy at three targets. Targets make Wisdom saving throws or have halved speed and disadvantage on Dexterity ability checks. Higher levels allow targeting additional creatures.

Ranger 1st-level transmutation (temporal)

Beguiling Gift

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

Implant a suggestion into an item. If accepted willingly, the recipient must make a Wisdom saving throw or use the object as intended.

Ranger 1st-level enchantment (hieroglyph)

Black Lotus Assault

  • casting time Special
  • range Self

  • components V, S, M (a melee weapon)
  • duration 1 minute

Summon black lotus petals to enhance your weapon. Successful hits impose effects: halved movement, psychic damage with no reactions, and no bonus actions. Psychic damage increases with higher spell slots.

Ranger 1st-level illusion

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Blackflame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Change the color of a flame, dealing necrotic and fire damage to creatures in a 5-foot radius. Damage increases with higher spell slots.

Ranger 1st-level transmutation

Blackblood

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Hemomancy HP cost 1/10

Ranger 1st-level transmutation (hemomancy)

Bless

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S, M (a sprinkling of holy water)
  • duration Concentration, up to 1 minute

Bless up to three creatures, allowing them to roll a 1d4 and add the number rolled to attack rolls and saving throws. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Bless]] plus 1d4 attack roll/saving throw.

Ranger 1st-level enchantment

Bloodburn

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Hemomancy HP cost 1/10

Ranger 1st-level necromancy (hemomancy)

Bone Storm

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Conjure bone shards in a cone, forcing Dexterity saving throws. Failed saves result in piercing damage. Damage and cone size increase with higher spell slots.

Ranger 1st-level conjuration

Breathtaking Wind

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target creature with wintry air, forcing a Constitution saving throw. Failed saves render the creature unable to speak or cast spells with vocal components.

Ranger 1st-level evocation (winter)

Burning Hands

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Emit flames from your hands, forcing Dexterity saving throws on creatures in a cone. Failed saves result in fire damage. Damage increases with higher spell slots.

Ranger 1st-level evocation

Catapult

  • casting time 1 action
  • range 150 feet

  • components S
  • duration Instantaneous

Launch an object in a straight line, dealing bludgeoning damage on impact. Maximum weight and damage increase with higher spell slots.

Ranger 1st-level transmutation

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Awaken a sense of mortality in a creature, forcing a Wisdom saving throw. Frightened target can repeat the saving throw at the end of each turn. Higher levels allow targeting additional creatures.

Ranger 1st-level necromancy

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Cauterizing Flame

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A willing creature touched regains hit points, but cannot regain hit points by any other means until completing a short or long rest. Healing increases with higher spell slots.

Ranger 1st-level evocation

ANIMATE PERCUSSION

  • casting time 1 action
  • range Touch

  • components V, S, M (a small cymbal or drum)
  • duration Concentration, up to 1 hour

Bring a percussion instrument to life under your command. Can follow basic commands or play a rhythm idly.

Ranger 1st-level transmutation (ritual)

ANTICIPATE WEAKNESS

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Instantaneous

Gain advantage on attack rolls until the end of your turn by anticipating weaknesses in your foe's defense.

Ranger 1st-level divination (combat)

ARMOR OF OTHRYS

  • casting time 1 action
  • range Touch

  • components V, S, M (a single flaming torch)
  • duration 10 minutes

Target gains temporary hit points and deals 1d6 fire damage to attackers within 5 feet when hit with a melee attack.

Ranger 1st-level abjuration

Arms of Hadar

  • casting time 1 action (100 mana)
  • range Self (10-foot radius)

  • components V, S
  • duration Instantaneous

Tendrils of dark energy deal 2d6 necrotic damage to creatures in a 10-foot radius. Targets make a Strength saving throw. Damage increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Arms of Hadar]] Enemy Reaction Disabled until its next turn.

Ranger 1st-level conjuration

AUSPICIOUS WARNING

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Provide a fortunate warning to a creature, allowing it to roll a d4 and add the number rolled to an attack roll, ability check, or saving throw it just made.

Ranger 1st-level divination (chaos)

AVOID GRIEVOUS INJURY

  • casting time 1 reaction, when struck by a critical hit
  • range Self

  • components V, S
  • duration Instantaneous

Turn a critical hit against you into a normal hit by casting this spell before damage dice are rolled.

Ranger 1st-level divination (combat)

BANE

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S, M (a drop of blood)
  • duration Concentration, up to 1 minute

Up to three creatures make Charisma saving throws. Failed saves result in a penalty to attack rolls and saving throws. Penalty increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Bane]] minus 1d4 attack roll/saving throw.

Ranger 1st-level enchantment

ABSORB ELEMENTS

  • casting time 1 reaction, when taking acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • duration 1 round

Gain resistance to triggering damage type and deal extra damage of that type on the next melee attack. Extra damage increases with higher spell slots.

Ranger 1st-level abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

ACID STREAM

  • casting time 1 action
  • range Self (30-foot line)

  • components V, S, M (a bit of rotten food)
  • duration Concentration, up to 1 minute

Create a 30-ft line of acid. Failed Dexterity saving throws result in ongoing acid damage. Damage increases with higher spell slots.

Ranger 1st-level evocation

ACRID DELIGHT

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of food)
  • duration Up to 1 hour

Rot a piece of food from the inside. Creature eating it must make a Constitution saving throw or take poison damage and become poisoned. Damage increases with higher spell slots.

Ranger 1st-level transmutation (ritual)

ALACRITIOUS INTERPRETATION

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Gain the ability to read non-magical texts at a fast rate and perfect recollection of information during the spell’s duration.

Ranger 1st-level divination (ritual)

Alarm

  • casting time 1 minute (100 Mana)
  • range 30 feet

  • components A door, a window, or an area within range
  • duration V S M (a tiny bell and a piece of fine silver wire)

8 hours

Ranger 1st-level abjuration (ritual)

ALTER ARROW’S FORTUNE

  • casting time 1 reaction, when an enemy makes a ranged attack that hits
  • range 100 feet

  • components S
  • duration Instantaneous

Cause an enemy making a ranged attack against an ally to reroll the attack roll. Enemy must make a Charisma saving throw to avoid the reroll.

Ranger 1st-level divination (combat)

Angelic Guardian

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Conjure a celestial manifestation granting +2 to AC for a creature. Interposes itself between the target and incoming attacks. Can force a reroll on a failed Dexterity saving throw.

Ranger 1st-level conjuration (angelic)

VEIL OF ELEMENTS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a small moonstone)
  • duration Concentration, up to 1 minute

Summon a 15-ft radius, 40-ft tall elemental veil dealing 3d6 damage (cold, fire, lightning, thunder). Damage increases with higher spell slots.

Ranger 2nd-level evocation

VINE TRESTLE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a 1-inch piece of green vine that is consumed in the casting)
  • duration 1 hour

Create a vine to support 600 pounds. AC 8, (5 x spellcasting level) hit points, damage threshold 5. Increases weight support and damage threshold at higher levels. Ritual Focus for permanence.

Ranger 2nd-level conjuration (high elven)

VITAL MARK

  • casting time 10 min.
  • range Touch

  • components V, S
  • duration 24 hours

Mark an unattended magic item with bloodstain. Item's magical abilities don't function for others. Lasts until dispelled or cast daily for 28 days to become permanent.

Ranger 2nd-level transmutation (blood)

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

WARDING BOND

  • casting time 1 action
  • range Touch

  • components V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
  • duration 1 hour

Ward a willing creature. +1 bonus to AC and saving throws, resistance to all damage. You take the same amount of damage as the target. Ends if separated by more than 60 feet or recast. Can be dismissed as an action.

Ranger 2nd-level abjuration

WRISTPOCKET

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

Vanish an object in your hand (up to 5 pounds) to an extradimensional space. Retrieve it with an action. Object appears at your feet when the spell ends.

Ranger 2nd-level conjuration (ritual, dunamancy)

ZONE OF TRUTH

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S
  • duration 10 minutes

Create a 15-ft radius zone. Creatures must make Charisma saving throws or can't speak deliberate lies. Awareness of the spell allows evasive answers. Shortcut: [[Saving folder/Spells/Level 2/Zone of Truth]] Truth serum.

Ranger 2nd-level enchantment

STARLIGHT SPEAR

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Create a starlight spear dealing 2d12 radiant damage. Counts as a melee weapon, has reach and thrown properties. Damage increases with higher spell slots.

Ranger 2nd-level conjuration (ritual)

SUFFER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Target makes a Charisma saving throw. Failure results in 2d8 necrotic damage, 2d8 psychic damage, and disadvantage on Strength and Dexterity ability checks for 1 minute. Damage increases with higher spell slots.

Ranger 2nd-level necromancy

SUGGESTION

  • casting time 1 action
  • range 30 feet

  • components V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  • duration Concentration, up to 8 hours

Suggest a reasonable course of action. Target makes a Wisdom saving throw. On failure, it follows the suggestion. Ends if target is damaged or spell is cast again on either creature.

Ranger 2nd-level enchantment

THOUGHT SHIELD

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Protect one creature from mind-reading, telepathic communication, and grants advantage on saves against truth-determining effects.

Ranger 2nd-level abjuration

TIME STEP

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Temporarily step forward in time. Disappear and reappear at the beginning of your next turn, unaffected by events during the interval.

Ranger 2nd-level conjuration (temporal)

TINY TERAFORM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Cause the ground to vibrate, dealing 4d6 bludgeoning damage to creatures in a 20-ft cube. Learn the location of damaged creatures. Damage increases with higher spell slots.

Ranger 2nd-level transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

TOOTHED TENTACLE

  • casting time 1 bonus action
  • range Self

  • components V, S, M (three hairs and a tooth)
  • duration Concentration, up to 10 minutes

Create a shadowy tentacle with three toothy maws. Use an action to make ranged spell attacks with each maw within 10 feet of another target. Each maw deals 1d8 piercing damage. Maws have AC 15 and 12 hit points. Damage increases with higher spell slots.

Ranger 2nd-level evocation

TRENCH

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Permanent

Create a 5-ft deep, 5-ft wide, and 60-ft long trench. Width or length increases at higher spell levels.

Ranger 2nd-level transmutation (battle)

ULTRAVIOLET PULSE

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

Hurl a ball of violet energy, dealing 5d6 radiant damage. Target makes a Constitution save or is poisoned. Damage increases with higher spell slots.

Ranger 2nd-level evocation (ritual)

VAMPIRE’S KISS

  • casting time 1 action
  • range Touch

  • components S
  • duration Varies (see below)

Hemomancy HP cost min/max: 4/15

Ranger 2nd-level enchantment (hemomancy)

SNOWBALL SWARM

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a piece of ice or a small white rock chip)
  • duration Instantaneous

Magic snowballs deal 3d6 cold damage in a 5-ft radius. Damage increases with higher spell slots.

Ranger 2nd-level evocation

SNOWBLIND STARE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 2 rounds

Inflict snow blindness on a creature within 30 feet. Failed save results in snow blindness. Recovery detailed in Conditions.

Ranger 2nd-level necromancy (rune)

SPELL FLUX

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Gain half cover against visible attacks, but can only use the hand for somatic components. Discharge to deflect a ranged attack. Spell ends after discharge.

Ranger 2nd-level abjuration

SPIDER CLIMB

  • casting time 1 action
  • range Touch

  • components V, S, M (a drop of bitumen and a spider)
  • duration Concentration, up to 1 hour

Target gains ability to move on vertical surfaces and ceilings, climbing speed equal to walking speed.

Ranger 2nd-level transmutation

SPIRE OF STONE

  • casting time 1 action
  • range Self

  • components V, S, M (a small basalt cylinder)
  • duration Concentration, up to 10 minutes

Create a rock spire beneath you, lifting you up to 20 feet. Bonus action to rise or descend. Collapses when you move off it.

Ranger 2nd-level conjuration (elemental)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

SPIRITUAL WEAPON

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 minute

Create a floating spectral weapon for melee spell attacks. Deals 1d8 + spellcasting ability modifier force damage. Damage increases with higher spell slots.

Ranger 2nd-level evocation

SHEEN OF ICE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (water within a glass globe)
  • duration 1 minute

Globe shoots icy spray, coating creatures in a 20-ft radius. Coated creatures move at half speed. Ends if taking 5 or more fire damage.

Ranger 2nd-level evocation (winter)

SHIFTING THE ODDS

  • casting time 1 bonus action
  • range Touch

  • components V
  • duration Instantaneous

Gain advantage on next attack roll or ability check. Subsequent roll after casting has disadvantage.

Ranger 2nd-level divination (chaos)

SHORT TERM MEMORY BLAST

  • casting time 1 reaction, when you speak to another creature
  • range Self

  • components V, S
  • duration Instantaneous

Reshape memories of listeners. Creatures within 5 feet forget what you said in the last 6 seconds.

Ranger 2nd-level enchantment

SILENCE

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 10 minutes

Create a 20-ft radius sphere of silence. Creatures inside are immune to thunder damage and deafened. No sound can pass through. No verbal component spells within.

Ranger 2nd-level illusion (ritual)

SKYSTRIKE

  • casting time 1 reaction, when falling or after jumping
  • range 15 feet

  • components V, S
  • duration Instantaneous

Teleport to a chosen point, crashing to the ground. No falling damage to you, lightning damage to creatures within 5 feet. Stunned if falling 30 feet or more. No stun at higher levels.

Ranger 2nd-level evocation

SKYWRITE

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Concentration, up to 1 hour

Create up to ten words in the sky, made of cloud, lasting for the spell's duration. Strong wind can disperse the clouds and end the spell early.

Ranger 2nd-level transmutation (ritual)

SLEEPING DRAUGHT

  • casting time 1 action
  • range 20 feet

  • components V, S, M (a draught of liquid)
  • duration 1 minute

Target creature falls unconscious if its current hit points are fewer than the total rolled on 9d8. Unconsciousness lasts until the spell ends, the sleeper takes damage, or someone uses an action to wake them. If the target has more hit points, it becomes drowsy. At higher levels, roll additional 3d8 for each slot level above 2nd.

Ranger 2nd-level enchantment

SLIVANUS’ FAVOR

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

Touch a willing beast, making its non-magical attacks magical with a +1 bonus to attack and damage rolls. Bonus increases with higher spell slots.

Ranger 2nd-level transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

SNOW FORT

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a ring carved from chalk or white stone)
  • duration Instantaneous

Create a snow fort in an unoccupied space. Provides half cover against attacks from outside. Walls have AC 12, 30 hit points per side, and are vulnerable to fire. Can be repaired with cold damage spells. Creates a dozen snowballs for throwing.

Ranger 2nd-level conjuration (winter)

SHADOW BIND

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Make a ranged spell attack against a creature, dealing 2d6 necrotic damage and grappling the target. Grappled creature can make a Strength or Dexterity check to end the spell. Can't control a target's shadow in bright light. Damage increases at higher levels.

Ranger 2nd-level illusion

SHADOW BLADE

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Create a sword of shadow dealing 2d8 psychic damage. Has finesse, light, and thrown properties. Advantage on attack rolls in dim light or darkness. Damage increases with higher spell slots.

Ranger 2nd-level illusion

SHADOWS BROUGHT TO LIGHT

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Cause a target's shadow to come to life, revealing a scandalous secret on a failed Charisma saving throw. Target takes penalties to Charisma checks, and rumors spread at the end of the day. Ritual focus gives additional penalties.

Ranger 2nd-level divination (ritual, high elven)

SHADOWGRASP

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Create a floating hand made of shadow, making melee spell attacks. Deals 1d12 necrotic damage, and the target may be frightened. Damage increases at higher levels.

Ranger 2nd-level necromancy

SHARED SACRIFICE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Join life forces with allies, taking 5 necrotic damage. Can be healed normally. As an action, contributors can heal others by touching and channeling hit points from the pool.

Ranger 2nd-level evocation (battle)

SHATTER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a chip of mica)
  • duration Instantaneous

Create a loud ringing noise in a 10-foot-radius sphere. Creatures make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half on a success. Objects also take damage. Damage increases at higher levels.

Ranger 2nd-level evocation

ROPE TRICK

  • casting time 1 action
  • range Touch

  • components V, S, M (powdered corn extract and a twisted loop of parchment)
  • duration 1 hour

Create an extradimensional space accessible by climbing a rope. Holds up to eight Medium or smaller creatures. Attacks and spells can't cross the entrance. Anything inside drops out when the spell ends.

Ranger 2nd-level transmutation

SANGUINE ROPE

  • casting time 1 action
  • range Varies

  • components V, S
  • duration Instantaneous

Draw blood to form a rope, using hit points. Pull yourself to a target or pull a target to you. Weight limit and Strength saving throw for pulling a target. Weight limit increases with higher levels.

Ranger 2nd-level transmutation (hemomancy)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

SCULPT SNOW

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Create snow sculptures in an area: one Large object, two Medium objects, or four smaller objects. Crude resemblance with a 1-action casting, or more realistic appearance with a 1-minute casting. Durable as a snowman. Can be animated with animate objects. Animated sculptures deal cold damage in addition to normal damage. Higher levels allow more sculptures and larger sizes.

Ranger 2nd-level transmutation (winter)

SEE INVISIBILITY

  • casting time 1 action
  • range Self

  • components V, S, M (A pinch of Talc and a small sprinkling of powdered silver)
  • duration 1 hour

See invisible creatures and objects as if visible. See into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Ranger 2nd-level divination

SHADE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

Create a magical screen across your eyes. Immune to blindness from visible effects. No alleviation of existing blindness. No penalties from sunlight sensitivity while under the spell. Higher levels increase the duration.

Ranger 2nd-level abjuration (dragon)

SHADOW ARMOR

  • casting time 1 reaction, made when you are attacked or make a saving throw
  • range Self

  • components V, S
  • duration 1 minute

Wrap yourself in shadow, gaining disadvantage on attacks against you and advantage on Dexterity saving throws until the start of your next turn. After an attack misses or hits, move up to 15 feet without provoking opportunity attacks. Higher levels allow additional movements before the spell ends.

Ranger 2nd-level abjuration

RADIATING BLADE OF TEMPUS

  • casting time 1 bonus action
  • range Self

  • components V, S, M (an amulet or holy symbol)
  • duration Concentration, up to 10 minutes

Sheathe a melee weapon in white burning flame. Make a melee attack dealing normal weapon damage plus 1d8 radiant damage. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Damage increases with higher levels.

Ranger 2nd-level evocation

RAPID BURROWING

  • casting time 1 action
  • range Self

  • components V, S, M (a mole claw)
  • duration Concentration, up to 10 minutes

Gain mole-like paws with a burrowing speed of 20 feet.

Ranger 2nd-level transmutation

RAY OF ENFEEBLEMENT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Make a ranged spell attack. On a hit, the target deals only half damage with Strength-based weapon attacks until the spell ends. Target can make a Constitution saving throw at the end of each turn to end the effect.

Ranger 2nd-level necromancy

REVERBERATE

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S, M (a metal ring)
  • duration Instantaneous

Strike the ground with a metal ring, creating a 15-foot cone. Creatures in the area take 4d6 thunder damage and fall prone on a failed Dexterity saving throw. Higher levels increase damage.

Ranger 2nd-level evocation (ring)

ROLLING THUNDER

  • casting time 1 action
  • range Self (30-foot line)

  • components V, S, M (a sliver of metal from a gong)
  • duration Instantaneous

Create a 30-foot line of thunderous energy. Creatures in the line must succeed on a Constitution saving throw or be deafened for 1 minute. Deafened creatures take thunder damage at the start of their turns, and their speed is halved. Higher levels increase damage.

Ranger 2nd-level evocation (elemental)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

PHANTASMAL FORCE

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Craft an illusion in the mind of a creature. On a failed Intelligence saving throw, create a phantasmal object, creature, or phenomenon perceivable only to the target. Treats the illusion as real, rationalizing illogical outcomes. Can take damage from the illusion, dealing 1d6 psychic damage per round.

Ranger 2nd-level illusion

POISONED VOLLEY

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summon glowing green arrows in a 20-foot square. Creatures in the area take 3d8 poison damage and become poisoned. A successful Constitution saving throw halves the damage and avoids poisoning. Damage increases with higher spell slots.

Ranger 2nd-level conjuration (battle)

POWER WORD KNEEL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (an emerald worth at least 100 gp)
  • duration Instantaneous

Creatures within 20 feet of a point you specify are compelled to kneel. Up to 55 hit points of creatures are affected, starting with the lowest. A kneeling creature makes a Wisdom saving throw at the end of its turn to end the effect. Kneeling creatures are treated as prone. The effect ends immediately on any creature taking damage.

Ranger 2nd-level enchantment (hieroglyph)

PRAYER OF HEALING

  • casting time 10 minutes
  • range 30 feet

  • components V
  • duration Instantaneous

Up to six creatures regain hit points equal to 2d8 + your spellcasting ability modifier. No effect on undead or constructs. Higher levels increase healing.

Ranger 2nd-level evocation

PRECOGNITIVE WARNING

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Sense danger and boost an ally's initiative. One creature you see and that hears you gains advantage on an initiative check before your next turn.

Ranger 2nd-level divination (battle)

PROTECTION FROM POISON

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Neutralize poison in a touched creature. Provides advantage on saving throws against poison and resistance to poison damage.

Ranger 2nd-level abjuration

PYROTECHNICS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Choose nonmagical flame in a 5-foot cube. Extinguish it and create fireworks, blinding creatures, or smoke, heavily obscuring an area.

Ranger 2nd-level transmutation

MIND THRUST

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 round

Propel a psionic lance into a creature's mind. Intelligence saving throw or take 3d6 psychic damage and limited action options. Higher levels allow targeting more creatures.

Ranger 2nd-level enchantment

MIRROR IMAGE

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Create three illusory duplicates. Duplicates mimic your actions, making it difficult for creatures to target you. Duplicates are destroyed by hits. The spell ends when all duplicates are destroyed.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

MISTY STEP

  • casting time 1 bonus action (200 mana)
  • range Self

  • components V
  • duration Teleport up to 30 feet to an unoccupied space that you can see.

Ranger 2nd-level conjuration

MOUNTAINS OF MOLEHILLS

  • casting time 1 action
  • range Touch

  • components V, S, M (a spider’s leg)
  • duration Up to 10 minutes

Transform a smooth surface into a climbable one, providing a +2 bonus and advantage on Strength (Athletics) checks.

Ranger 2nd-level transmutation (ritual)

NECROMANTIC BURST

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Cause a corpse to explode into necrotic energy, dealing 3d8 necrotic damage to creatures within 5 feet. Higher levels increase damage.

Ranger 2nd-level necromancy

NECROTIC VISAGE

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Up to 10 minutes

Evoke a shadowy visage above you. On a successful melee weapon attack, the visage deals 4d6 necrotic damage and forces a Dexterity saving throw, reducing movement speed on a failure. Damage increases with higher levels.

Ranger 2nd-level necromancy

PASS WITHOUT TRACE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 1 hour

Create a veil of shadows and silence, granting +10 bonus to Dexterity (Stealth) checks and preventing tracking by non-magical means for you and chosen creatures within 30 feet.

Ranger 2nd-level abjuration

MANA BURN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Launch a magic ball at a creature. Target makes an Intelligence Saving Throw or takes 1d6 psychic damage and loses an unused 2nd-level spell slot until a long rest. Damage and slot loss increase with higher levels.

Ranger 2nd-level transmutation

MANACLE OF BURDEN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target two creatures within 20 feet, making them make a Strength Saving Throw with disadvantage. If both fail, they are bound, sharing damage. Breaking the distance causes necrotic damage.

Ranger 2nd-level conjuration

MASS BLADE WARD

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

Choose three creatures within range. Until the end of your next turn, targets have resistance to bludgeoning, piercing, and slashing damage from weapon attacks. Effect ends if a target moves beyond 30 feet.

Ranger 2nd-level abjuration (battle)

MEND WOUNDS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of cloth and a drop of holy water)
  • duration Concentration, up to 1 minute

Imbue a creature with positive energy. It regains hit points at the start of its turns, but not above the spell's healing threshold. If reduced to 0, roll d20

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

MENTAL BARRIER

  • casting time 1 reaction (forced Int, Wis, or Cha Saving Throw)
  • range Self

  • components V
  • duration 1 round

Gain advantage on Intelligence, Wisdom, and Charisma Saving Throws, and resistance to psychic damage until the start of your next turn.

Ranger 2nd-level abjuration

MIND SPIKE

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Concentration, up to 1 hour

Reach into the mind of a creature, forcing a Wisdom Saving Throw. Failed save results in psychic damage and constant knowledge of the target's location. Higher levels increase damage.

Ranger 2nd-level divination

LOCATE OBJECT

  • casting time 1 action
  • range Self

  • components V, S, M (a forked twig)
  • duration Concentration, up to 10 minutes

Sense the direction of a described or named object within 1,000 feet. Can locate a specific known object or the nearest object of a kind.

Ranger 2nd-level divination

MAGIC AURA

  • casting time 1 action
  • range Touch

  • components V, S, M (a small square of silk)
  • duration 24 hours

Place an illusion on a creature or object, providing false information to divination spells. Choose false magical aura or mask. Daily casting for 30 days makes the illusion permanent until dispelled.

Ranger 2nd-level illusion

MAGIC MOUTH

  • casting time 1 minute
  • range 30 feet

  • components V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, consumed)
  • duration Until dispelled

Implant a message within an object, triggering when a specified condition occurs. The magical mouth appears, delivering the message. The trigger can be based on visual or audible conditions within 30 feet.

Ranger 2nd-level illusion (ritual)

MAGIC WEAPON

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ranger 2nd-level transmutation

MALEVOLENT MIASMA

  • casting time 1 action
  • range 60 feet

  • components V, S, M (three polished gray stones)
  • duration 1 round

Create a 15-foot-radius sphere of toxic gray fog. The fog is lightly obscured. Creatures entering or starting their turn in the area must make a Constitution Saving Throw. Failed save results in 3d6 poison damage and poisoning until the end of your next turn. The effect affects creatures regardless of breath.

Ranger 2nd-level conjuration

INCANDESCENT CHAIN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Conjure a chain of light connected to a surface, attempting to bind a creature within 30 feet. Target makes a Dexterity saving throw. Failed save results in 2d6 radiant damage and being bound until the start of your next turn. You can use your action to attempt to bind a creature again. At higher levels, damage increases.

Ranger 2nd-level conjuration

INVISIBILITY

  • casting time 1 action
  • range Touch

  • components V, S, M (an eyelash encased in gum arabic)
  • duration Concentration, up to 1 hour

Target becomes invisible until it attacks or casts a spell. Wearing or carrying objects also become invisible. Distorts light, making the target visible while moving. Higher levels allow targeting more creatures.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

KNOCK

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Choose an object you can see, unlocking mundane or magical means preventing access. Creates a loud knock audible within 300 feet. Can suppress arcane lock for 10 minutes.

Ranger 2nd-level transmutation

LAIR SENSE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (treasure worth 500 gp, not consumed)
  • duration 24 hours

Set up a magical boundary around your lair. Become aware of Tiny or larger creatures entering or leaving the area. Knowledge wakes you from sleep. Duration and area increase with higher levels.

Ranger 2nd-level divination (ritual, dragon)

LESSER RESTORATION

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Touch a creature to end one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Ranger 2nd-level abjuration

LEVITATE

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S, M (small leather loop or golden wire)
  • duration Up to 10 minutes

Target creature or object rises vertically up to 20 feet, remains suspended, and can be moved by pushing or pulling against surfaces. Can change altitude by 20 feet on your turn.

Ranger 2nd-level transmutation

HOLD PERSON

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S, M (small straight piece of iron)
  • duration Concentration, up to 1 minute

Choose a humanoid. Target must succeed on a Wisdom saving throw or be paralyzed. The target can make additional saves at the end of each turn. At higher levels, target additional humanoids.

Ranger 2nd-level enchantment

HOLY MISSILE

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Create three glowing darts of holy energy. Each dart heals a creature of your choice within range for 1d4 hit points.

Ranger 2nd-level evocation

HOWLING DOWNPOUR

  • casting time 1 bonus action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 hour

Summon a storm cloud, producing rain in a 10-foot radius. Extinguishes non-magical fires. Bonus action to move the cloud.

Ranger 2nd-level conjuration (ritual)

ICE HAMMER

  • casting time 1 action
  • range Self

  • components V, S, M (miniature hammer carved from ice or glass)
  • duration Concentration, up to 1 hour

Conjures a warhammer made of ice dealing additional cold damage. Can create additional hammers at higher levels.

Ranger 2nd-level conjuration (winter)

IMMOVABLE OBJECT

  • casting time 1 action
  • range Touch

  • components V, S, M (gold dust worth at least 25 gp, consumed)
  • duration 1 hour

Touch an object weighing up to 10 pounds, magically fixing it in place. Can set a password to temporarily suppress the spell. Can move the object normally. Strength check to move it. Higher levels increase DC, weight limit, and duration.

Ranger 2nd-level transmutation (dunamancy)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

GLOWING COIN

  • casting time 1 action
  • range 60 feet

  • components S, M (a coin)
  • duration 1 minute

Hurl a coin to a spot within range, lighting it up. Creatures within 30 feet must make a Wisdom Saving Throw or be distracted, gaining disadvantage on Wisdom (Perception) checks and initiative rolls.

Ranger 2nd-level enchantment

GRAVITY SURGE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Create a 15-foot radius sphere of crushing gravity. Creatures make a Strength Saving Throw. On failure, they take 2d6 bludgeoning damage and fall prone. Creatures not on the ground have disadvantage on the save.

Ranger 2nd-level transmutation

GUST OF WIND

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M (legume seed)
  • duration Concentration, up to 1 minute

Create a 60-foot-long, 10-foot-wide line of strong wind. Creatures in the line make a Strength Saving Throw or are pushed 15 feet away. Movement towards you is hindered. Extinguishes unprotected flames. Bonus action to change the line's direction.

Ranger 2nd-level evocation

HAND OF THE GRAVE

  • casting time 10 minutes
  • range 10 feet

  • components V, S, M (hand of a humanoid)
  • duration 24 hours

Bury a humanoid hand in earth. When triggered, the hand animates, attempting to grab and restrain a creature. Creature can use an action to break free. After 1 minute, the spell ends.

Ranger 2nd-level necromancy

HEAT METAL

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration as long as desired

Heat metal to a certain point based on roleplay. Heating an object makes a person drop it when it gets too hot. Utility spell.

Ranger 2nd-level transmutation

FORTUNE’S FAVOR

  • casting time 1 action
  • range 60 feet

  • components V, S, M (white pearl worth 100 gp, consumed)
  • duration 1 hour

Impart luck to yourself or a willing creature. Allows rolling an additional d20 on attack rolls, ability checks, or saving throws and choosing the result. Can target additional creatures at higher levels.

Ranger 2nd-level divination (dunamancy)

FRENZIED BOLT

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Direct a bolt of rainbow colors at a creature. Deals 3d8 damage of a random type. On odd attack rolls, it leaps to a new target within range, requiring a new roll. Additional bolts at higher levels.

Ranger 2nd-level evocation (chaos)

GALE OF OBSCURITY

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Summon a blizzard that provides you half cover, resistance to fire damage, and deals cold damage to creatures starting their turn or moving within 5 feet of you. Disadvantage on ranged attacks.

Ranger 2nd-level evocation

GENTLE REPOSE

  • casting time 1 action
  • range Touch

  • components V, S, M (pinch of salt, one copper piece for each eye)
  • duration 10 days

Touch a corpse to protect it from decay, prevent undead transformation, and extend the time limit for resurrection spells.

Ranger 2nd-level necromancy (ritual)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

GLACIOUS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Freeze a 10-foot-radius sphere on the ground. Creatures in the area make a Constitution Saving Throw or take cold damage and gain exhaustion. Damage increases at higher levels.

Ranger 2nd-level evocation

ENLARGE/REDUCE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (pinch of powdered iron)
  • duration Concentration, up to 1 minute

Enlarge or reduce a creature or object. Enlarged creatures gain advantages on Strength checks and deal extra damage. Reduced creatures have disadvantages on Strength checks and deal less damage.

Ranger 2nd-level transmutation

FIND TRAPS

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Sense the presence of any trap within range and line of sight. Reveals the general nature of the danger posed by the trap but not its location. Detects magical traps like alarm or glyph of warding, not natural weaknesses.

Ranger 2nd-level divination

FIRE BOMBS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (chunks of coal)
  • duration 1 minute

Conjure three fiery orbs. Orbs stick to creatures on failed Dexterity Saving Throw. As a bonus action, a creature can remove an orb, causing it to explode within 10 feet, requiring a Dexterity Saving Throw. Damage increases with higher spell slots.

Ranger 2nd-level conjuration

FLAMING SPHERE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (tallow, brimstone, powdered iron)
  • duration Concentration, up to 1 minute

Create a 5-foot-diameter sphere of fire. Deals damage to creatures within 5 feet on their turns. Bonus action to move. Ignites flammable objects. Damage increases with higher spell slots.

Ranger 2nd-level conjuration

FLING

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Manipulate gravity around a creature. Target makes a Strength Saving Throw. On failure, fling them up or in a direction, causing falling damage and prone. If stopped early, both target and obstacle take damage.

Ranger 2nd-level transmutation

FLOCK OF FAMILIARS

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

Summon three familiars with the same type (celestials, fey, or fiends). Familiars can communicate telepathically, share senses, and deliver touch spells. Conjure additional familiars at higher levels.

Ranger 2nd-level conjuration

FORCE LADDER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (miniature silver ladder)
  • duration 10 minutes

Create a force energy ladder up to 100 feet long. Transparent but visible in bright light. Weighs 1 pound, carries up to 1000 pounds.

Ranger 2nd-level evocation

DRAGON’S BREATH

  • casting time 1 bonus action
  • range Touch

  • components V, S, M (hot pepper)
  • duration Concentration, up to 1 minute

Imbue a creature with the ability to exhale energy (acid, cold, fire, lightning, or poison) in a 15-foot cone. Deals damage, with damage increasing at higher spell slots.

Ranger 2nd-level transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

DUST DEVIL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (pinch of dust)
  • duration Concentration, up to 1 minute

Create a dust devil in a 5-foot cube. Creatures within 5 feet make a Strength Saving Throw or take damage and are pushed. Bonus action to move. Can create a debris cloud that heavily obscures the area.

Ranger 2nd-level conjuration

EARTH RIPPLE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (cracked pebble)
  • duration Instantaneous

Cause the earth to deform and ripple. Target makes a Dexterity Saving Throw or suffers effects like being pulled into the earth, slammed in a direction, or impaled by a spike of rock.

Ranger 2nd-level transmutation

EARTHBIND

  • casting time 1 action
  • range 300 feet

  • components V
  • duration Concentration, up to 1 minute

Target creature makes a Strength Saving Throw. On failure, flying speed reduced to 0 feet. Descends at 60 feet per round.

Ranger 2nd-level transmutation

EARTHEN GRASP

  • casting time 1 action
  • range 30 feet

  • components V, S, M (miniature hand sculpted from clay)
  • duration Concentration, up to 1 minute

Create a soil hand in a 5-foot-square space. Grasps and restrains a creature, which can be crushed as a bonus action.

Ranger 2nd-level transmutation

ELEMENTAL ANGUISH

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Targeted creature must move 60 feet away or lose resistance to a chosen damage type (acid, cold, fire, lightning, or thunder) for 1 minute. Damage type can change at higher levels.

Ranger 2nd-level necromancy

Emniporium

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Touch a willing creature, allowing them to add their proficiency bonus to initiative rolls and Intelligence-based skill checks for the duration. Only one instance can be active at a time.

Ranger 2nd-level enchantment (ritual)

ENHANCE ABILITY

  • casting time 1 action
  • range Touch

  • components V, S, M (fur or a feather from a beast)
  • duration Concentration, up to 1 hour

Touch a creature to bestow a magical enhancement: Bear’s Endurance (advantage on Constitution checks, 2d6 temporary hit points), Bull’s Strength (advantage on Strength checks, double carrying capacity), Cat’s Grace (advantage on Dexterity checks, no damage from falling 20 feet or less if not incapacitated), Eagle’s Splendor (advantage on Charisma checks), Fox’s Cunning (advantage on Intelligence checks), Owl’s Wisdom (advantage on Wisdom checks). Target additional creatures at higher levels.

Ranger 2nd-level transmutation

ENHANCE GREED

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

Detect precious metals, gems, and jewelry within 60 feet. Presence and direction are known. Exact location revealed if within 10 feet. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of dirt or wood. Duration and range increase at higher levels.

Ranger 2nd-level divination (dragon)

DETECT DRAGONS

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

Detect dragons and draconic creatures within line of sight and 120 feet. See through disguises and illusions. Learn information based on consecutive rounds of examination. DC 15 Intelligence (Arcana) check for detailed information. Provides no information on the turn it’s cast unless you have the means to take a second action that turn.

Ranger 2nd-level divination (dragon)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

DETECT FAMILIAR

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 10 minutes

Sense presence of any creature serving as a familiar within 30 feet. Use action to see aura. Sense if master is within 1 mile and know their general direction. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of wood or dirt.

Ranger 2nd-level divination

DETECT THOUGHTS

  • casting time 1 action
  • range Self

  • components V, S, M (a copper piece)
  • duration Concentration, up to 1 minute

Read surface thoughts of creatures within 30 feet. Probe deeper with Wisdom Saving Throw. Gain insight on reasoning, emotional state, and prominent thoughts. Target knows and can contest the intrusion. Can detect thinking creatures you can’t see. Penetrates barriers but blocked by rock, metal (except lead), or thin lead. Can't detect creatures with Intelligence 3 or lower.

Ranger 2nd-level divination

DISSOCIATIVE EDGE

  • casting time 1 bonus action
  • range Self (30 feet)

  • components V, S, M (any melee weapon)
  • duration Instantaneous

Infuse violent energy into a weapon. First melee weapon attack launches a scything blade of force in a 5 feet wide, 30 feet long line. Dexterity Saving Throw for creatures in the line. First failed save takes 2d8 force damage, suffering effects as if hit by a successful weapon attack. Force damage increases at higher levels.

Ranger 2nd-level transmutation

DISTRACTING DIVINATION

  • casting time 1 reaction, when an enemy attempts to cast a spell
  • range Touch

  • components V, S
  • duration Instantaneous

Make a melee spell attack against an enemy attempting to cast a spell. If it hits, the spell fails and has no effect.

Ranger 2nd-level divination (combat)

DISTRACTION CASCADE

  • casting time 1 reaction, when an ally declares an attack against an enemy you can see
  • range 30 feet

  • components V, S
  • duration Instantaneous

Target a creature declared as the target of an ally's attack. Unless it makes a successful Charisma Saving Throw, attacks against it have advantage until the end of this turn.

Ranger 2nd-level divination (combat)

Divine Ward

  • casting time 10 minutes (200 mana)
  • range Touch

  • components V, S, M (hair, fingernail clippings, or other pieces of the creature’s body)
  • duration 24 hours

Create a magical bond with a willing creature. For 24 hours, any touch-range spell you cast on the target can be cast from up to 30 feet away. Range increases at higher levels.

Ranger 2nd-level abjuration

DOME OF NIGHT

  • casting time 1 action
  • range 60 feet

  • components V, S, M (owl feathers)
  • duration Concentration, up to 1 minute

Create a 15-foot radius dome of magical darkness. Darkvision can't penetrate. Nonmagical light can't illuminate. Dome shows an accurate night sky. Dispel overlapping light spells of 2nd level or lower.

Ranger 2nd-level transmutation (ritual)

CONSECRATION

  • casting time 1 action
  • range Touch (15-foot-radius circle)

  • components V, S, M (holy symbol, vial of holy water, incense worth 20 gp, consumed)
  • duration 1 minute

Divine energy spreads from a touched point. Chosen creatures have advantage on Wisdom saving throws and skill checks. Undead must make a Charisma saving throw to enter. Disadvantage for undead inside. Area is consecrated ground when the spell ends.

Ranger 2nd-level abjuration

Continual Flame

  • casting time 1 action (200 Mana)
  • range Touch

  • components Target is object
  • duration V S M (Ruby dust worth 50 gp, which the spell consumes)

Until dispelled

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

CROWN OF MADNESS

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 minute

Target humanoid makes Wisdom Saving Throw or becomes charmed. Must use action before moving to attack a creature you choose. Wisdom Saving Throw each turn. Twisted crown appears. Spell ends if you lose control or target succeeds on saving throw.

Ranger 2nd-level enchantment

DARK SECRET

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Whisper a terrifying phrase into the target's mind. You gain advantage on actions involving the target until the end of your next turn, while the target has disadvantage on actions involving you. Immune to targets immune to fear. At higher levels, choose additional targets per spell slot level above 2nd.

Ranger 2nd-level divination

DARKNESS

  • casting time 1 action
  • range 60 feet

  • components V, M (bat fur and a drop of pitch or piece of coal)
  • duration Concentration, up to 10 minutes

Create magical darkness in a 15-foot radius sphere. Darkvision can't penetrate it. Nonmagical light can't illuminate it. Dispel light spells of 2nd level or lower if overlapping. Moves with an object if cast on it.

Ranger 2nd-level evocation

DARKVISION

  • casting time 1 action
  • range Touch

  • components V, S, M (pinch of dried carrot or an agate)
  • duration 8 hours

Grant a willing creature darkvision with a range of 60 feet for the duration.

Ranger 2nd-level transmutation

DECELERATE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (toy top)
  • duration 1 minute

Target makes Wisdom Saving Throw. On a fail, speed is halved, and it decreases again at the start of each of your turns. Can't reduce speed below 5 feet. Ends after 1 minute or if target succeeds on a Wisdom Saving Throw. Additional creatures affected at higher levels.

Ranger 2nd-level transmutation (temporal)

DECASTAVE

  • casting time 1 bonus action
  • range Self

  • components V, S, M (slender wand of duskwood)
  • duration Concentration, up to 10 minutes

Conjure a force staff. Use action for a melee spell attack (2d8 force damage). Critical hit stuns target. Can affect ethereal or incorporeal creatures. Damage increases at higher levels.

Ranger 2nd-level conjuration

DESECRATION

  • casting time 1 action
  • range Touch (15-foot-radius sphere)

  • components V, S, M (holy symbol, vial of holy water, incense worth 20 gp, consumed)
  • duration 1 minute

Unholy energy spreads from a touched point, benefiting undead and harming chosen creatures. Grants advantage and temporary hit points to undead. Disadvantage on saves and skill checks to chosen creatures. Taints the area as desecrated ground when the spell ends.

Ranger 2nd-level abjuration

CHARM OF PROTECTION

  • casting time 1 minute
  • range Touch

  • components V, S, M (golden ring, bracelet, or necklace worth at least 50 gp in total)
  • duration 24 hours

Bestow magical energy into a piece of jewelry. It glows when triggered by aberration, celestial, elemental, fey, fiend, or undead within 30 feet. Creates light and a protective ward, taking damage in place of the wearer. Lasts 10 minutes or until ward is reduced to 0 hit points. Ward's hit points increase at higher levels.

Ranger 2nd-level abjuration

CLAWS OF DARKNESS

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Your arms elongate into shadowy claws. Make melee spell attacks (2d10 necrotic damage) or attempt to grapple. Can be attacked. Damage increases at higher levels.

Ranger 2nd-level necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

CLEARING THE FIELD

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration 1 hour

Clear vegetation within 40 feet, turning difficult terrain into clear ground. Lasts longer at higher levels. Ritual Focus can affect plant creatures with a chance of reducing them as though by a reduce spell.

Ranger 2nd-level transmutation (ritual, high elven)

CLINGING SHADOWS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (bat fur)
  • duration Concentration, up to 1 minute

Choose an area of dim light or darkness. Creatures within must make a Strength Saving Throw or be restrained. You can use actions to pull creatures into the area. Bright light negates the effect.

Ranger 2nd-level transmutation

CLOUD OF BEWILDERMENT

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S, M (rotten egg)
  • duration Concentration, up to 1 minute

Exhale nauseating vapors creating a 10-foot-radius cloud. Obscures vision. Creatures entering or starting turn must make a Constitution Saving Throw or be poisoned until the end of your next turn.

Ranger 2nd-level conjuration

CLOUD OF DAGGERS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (sliver of glass)
  • duration Concentration, up to 1 minute

Fill the air with spinning daggers. Creatures entering or starting turn in the area take 4d4 slashing damage. Damage increases at higher levels.

Ranger 2nd-level conjuration

CONJURE SCARAB SWARM

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a beetle carapace)
  • duration Instantaneous

Summon two swarms of scarab beetles in unoccupied spaces. Swarms are friendly, have their own turns, and follow verbal commands. They disappear when they drop to 0 hit points or when the spell ends.

Ranger 2nd-level conjuration (hieroglyph)

BLOOD LURE

  • casting time 1 action
  • range 10 ft.

  • components V, S, M (blood pool)
  • duration 1 minute

Point at liquid with at least a quart of blood. Predators and blood-feeding creatures within 60 feet make Charisma Saving Throws. Failure makes them move toward the blood. Attack or complete consumption of the blood ends the effect.

Ranger 2nd-level enchantment (blood)

BLOOD SEAL

  • casting time 1 action
  • range 30 feet

  • components V, S, M (an ornate dagger worth at least 25 gp)
  • duration 1 hour

Inflict a wound upon yourself, expend hit points, and grant the target temporary hit points. At higher levels, the target gains additional temporary hit points.

Ranger 2nd-level necromancy (hemomancy)

BLOODSHOT

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration Instantaneous

Launch boiling blood from your eyes at a target within range. Take damage, make a ranged spell attack. On a hit, target takes fire and psychic damage. At higher levels, fire damage increases.

Ranger 2nd-level conjuration (blood)

BLUR

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Become blurred, giving attackers disadvantage. No effect on creatures relying on senses other than sight.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

BOILING OIL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a vial of oil)
  • duration Concentration, up to 1 minute

Conjure a pool of boiling oil. Difficult terrain. Creatures entering or starting turn take fire damage and may fall prone. Dexterity saving throw for half damage.

Ranger 2nd-level conjuration (battle)

CALM EMOTIONS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Suppress strong emotions in a group. Charisma saving throw. Choose to suppress charm/fear effects or make targets indifferent toward chosen creatures.

Ranger 2nd-level enchantment

CAUSTIC BLOOD

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Concentration, special

When damaged, use reaction to deal acid damage to up to three targets. Damage and number of targets increase at higher levels.

Ranger 2nd-level transmutation (blood)

BAD TIMING

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Target makes a Charisma saving throw. On a fail, the next attack roll or ability check it makes within 10 minutes is at disadvantage.

Ranger 2nd-level divination (chaos)

BARRICADE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Up to 1 minute

Create a semi-transparent vertical wall of magical force (AC 25, 10 HP). Provides full cover. Lasts until duration or takes damage.

Ranger 2nd-level conjuration

BIND SPIRIT

  • casting time 1 action
  • range Touch

  • components V, S, M (a golden ring, bracelet, or necklace inlaid with a ruby, worth at least 200 gp in total)
  • duration 10 days

Touch a piece of jewelry to a creature that died within the last hour. Bound soul can telepathically communicate with the wearer.

Ranger 2nd-level necromancy

BITTER CHAINS

  • casting time 1 action
  • range Touch

  • components V, S, M (a spiked metal ring)
  • duration 1 minute

Make a melee spell attack to ensnare a creature. Bound creature has reduced speed, disadvantage on rolls, and takes damage if it moves.

Ranger 2nd-level transmutation (ring)

BLACK SWAN STORM

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

Create a cube of black feathers. Deals force damage and causes darkness. Damage increases at higher levels.

Ranger 2nd-level evocation (high elven)

BLAZING RAY

  • casting time 1 action (200 mana)
  • range 30 feet

  • components V, S, M (a red dragon scale)
  • duration Create a line of fire. Dexterity saving throw for half damage. Damage increases at higher levels.

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

BLESSED HALO

  • casting time 1 action (200 mana)
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Nimbus of golden light. Grants a pool of healing points. Advantage on Charisma checks against good creatures. Dispel darkness spells. Healing pool increases at higher levels.

Ranger 2nd-level evocation

BLINDNESS/DEAFNESS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

Choose a creature within range. It makes a Constitution Saving Throw. On a fail, it's blinded or deafened (your choice) for the duration. It can make a saving throw at the end of each turn. At higher levels, target one additional creature per slot level above 2nd.

Ranger 2nd-level necromancy

ALTER SELF

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

Choose aquatic adaptation (breathe underwater, swimming speed), change appearance, or natural weapons. Can switch options as an action. Natural weapons deal 1d6 damage, are magical, and get +1 to attack and damage rolls.

Ranger 2nd-level transmutation

AMORPHOUS FORM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 10 minutes

Transform a creature into a gray ooze. Save to resist. Stats become that of a gray ooze. Reverts upon reaching 0 hit points or dying. Limited actions, can't speak or cast spells. Gear melds into new form.

Ranger 2nd-level transmutation

ANALYZE BLOOD

  • casting time 1 action
  • range Touch

  • components V, S, M (1 ounce of blood)
  • duration Instantaneous

Learn creature's type, age, gender, presence of poison or disease, proximity (20 miles), and plane of existence. Casting with a spell slot shows a glimpse of the moment before shedding blood.

Ranger 2nd-level divination (ritual)

ANTICIPATE ATTACK

  • casting time 1 reaction, before attack roll
  • range Self

  • components V, S
  • duration Instantaneous

Move up to half your speed without triggering opportunity attacks in response to an oncoming attack. The attack still occurs but automatically misses if you are no longer a valid target.

Ranger 2nd-level divination (combat)

ARCANE LOCK

  • casting time 1 action
  • range Touch

  • components V, S, M (gold dust worth 25 gp)
  • duration Until dispelled

Locks a door, window, or similar entryway. Designated creatures can open normally. Password suppresses for 1 minute. Knock suppresses for 10 minutes. DC to break or pick locks increases by 10.

Ranger 2nd-level abjuration

AUGURY

  • casting time 1 minute
  • range Self

  • components V, S, M (specially marked sticks, bones, or similar tokens worth 25 gp)
  • duration Instantaneous

Receive an omen about the results of a specific course of action. Possible omens: Weal (good), Woe (bad), Weal and woe (both), Nothing (neutral). Doesn't account for changes in circumstances.

Ranger 2nd-level divination (ritual)

AURA OF SHADE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a deep black stone)
  • duration 1 minute

Create a 15-foot cube of shadow magic. Creatures within become invisible at the start of their turns if they remain in the area. Invisibility ends if they attack, cast a spell, or leave.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

AVIAN GEYSER

  • casting time 1 action
  • range Concentration, up to 1 minute

  • components V, M (a feather)
  • duration 1 action

Create a wind geyser, lifting medium or smaller creatures in its space into the air. Large creatures make Dexterity saves with advantage, and Huge or larger creatures are unaffected.

Ranger 2nd-level conjuration

ACCURSED WISH

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Replicate the effects of a damaging 1st-level spell with a casting time of 1 action or bonus action, or any cantrip. Roll a d20

Ranger 2nd-level conjuration

ACID ARROW

  • casting time 1 action
  • range 90 feet

  • components V, S, M (powdered rhubarb leaf and an adder’s stomach)
  • duration Instantaneous

Make a ranged spell attack. On a hit, target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. At higher levels, damage increases.

Ranger 2nd-level evocation

AID

  • casting time 1 action (200 mana)
  • range 30 feet

  • components V, S, M (a tiny strip of white cloth)
  • duration 8 hours

Choose up to three creatures. Their hit point maximum and current hit points increase by 5 for the duration. At higher levels, the increase is an additional 5 for each slot level above 2nd.

Ranger 2nd-level abjuration

TONGUES

  • casting time 1 action
  • range Touch

  • components V, M (a small clay model of a ziggurat)
  • duration 1 hour

Grant the touched creature the ability to understand any spoken language it hears. When the target speaks, any creature understanding at least one language and hearing the target can understand it.

Ranger 3rd-level divination

UMBRAL FORM

  • casting time 1 action
  • range Touch

  • components V, S, M (a wisp of smoke)
  • duration Concentration, up to 1 hour

Transform a willing creature into an animated shadow. Resistance to nonmagical damage, advantage on certain saving throws and Dexterity (Stealth) checks. Can pass through small spaces. Can't talk, manipulate objects, attack, or cast spells.

Ranger 3rd-level transmutation

VAMPIRIC TOUCH

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Make a melee spell attack. On a hit, target takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. Can make the attack on each turn. Higher levels increase damage.

Ranger 3rd-level necromancy

VENOM BLAST

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a snake’s fang)
  • duration Instantaneous

Create an ethereal serpent that releases venom. Creatures in a 15-foot radius must make a Constitution Saving Throw. Failure results in poison and 6d6 poison damage. Success results in half damage. Poisoned creatures can repeat the saving throw at the end of each turn. Higher levels increase poison damage.

Ranger 3rd-level conjuration

WALL OF SAND

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a handful of sand)
  • duration Concentration, up to 10 minutes

Conjure a wall of swirling sand. Up to 30 feet long, 10 feet high, and 10 feet thick. Blocks line of sight but not movement. Blinds creatures in its space.

Ranger 3rd-level evocation

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

WALL OF WATER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a drop of water)
  • duration Concentration, up to 10 minutes

Conjure a wall of water. Up to 30 feet long, 10 feet high, and 1 foot thick or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Difficult terrain. Ranged weapon attacks have disadvantage, and fire damage is halved. Spells dealing cold damage may freeze sections.

Ranger 3rd-level evocation

WATER BREATHING

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a short reed or piece of straw)
  • duration 24 hours

Grants up to ten willing creatures the ability to breathe underwater.

Ranger 3rd-level transmutation (ritual)

WATER WALK

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a piece of cork)
  • duration 1 hour

Grants the ability to move across any liquid surface. Up to ten willing creatures gain this ability for the duration.

Ranger 3rd-level transmutation (ritual)

WITHERING PALM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Make a melee spell attack. On a hit, target takes 4d10 necrotic damage and suffers one level of exhaustion.

Ranger 3rd-level necromancy

SURGE DAMPENER

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute, until expended

Protects a touched creature from the effects of chaos magic surges. Allows a saving throw or gives advantage on a saving throw against chaos magic surge effects.

Ranger 3rd-level abjuration (ritual, chaos)

TARGETING FOREKNOWLEDGE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

After a successful melee weapon attack, cast as a bonus action to inflict an additional 2d6 damage. If the attack roll was a natural 19, it becomes a critical hit, adding the weapon's basic damage die or dice to the 2d6 bonus damage.

Ranger 3rd-level divination (combat)

THUNDER STEP

  • casting time 1 action
  • range 90 feet

  • components V
  • duration Instantaneous

Teleport to an unoccupied space within range, creating a thunderous boom. Creatures within 10 feet must make a Constitution Saving Throw, taking 3d10 thunder damage on a failure, half on a success. Thunder audible up to 300 feet. Can bring objects and one willing creature. Higher levels increase damage.

Ranger 3rd-level conjuration

THUNDERCLAP

  • casting time 1 action
  • range Self

  • components S
  • duration Instantaneous

Clap hands, emitting thunder. Creatures within 20 feet take 8d4 thunder damage, deafened for 1d8 rounds. Half damage and no deafness on a successful Constitution Saving Throw. Failure by 5 or more results in stun for 1 round. Doesn't function in a silence spell. Brittle material may shatter at GM's discretion.

Ranger 3rd-level evocation (rune)

THUNDEROUS WAVE

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

Create a shockwave centered at a point within range. No damage directly, but creatures in the shockwave must make a Strength Saving Throw. Failure results in being pushed 30 feet and knocked prone, taking damage if they hit an obstruction. Success results in being pushed 15 feet and taking damage if they hit an obstruction. Thunderous boom audible within 400 feet.

Ranger 3rd-level evocation (battle)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

TIDAL WAVE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a drop of water)
  • duration Instantaneous

Conjure a wave of water in a chosen area. Area can be 30 feet long, 10 feet wide, and 10 feet tall. Creatures make Dexterity Saving Throws. Failure results in 4d8 bludgeoning damage and being knocked prone. Success results in half damage and no prone. Extinguishes unprotected flames in its area and within 30 feet.

Ranger 3rd-level conjuration

TIDES OF BLOOD

  • casting time 1 action
  • range Self (20-foot radius)

  • components V, S
  • duration 1 round

Hemomancy HP cost: 7/20

Ranger 3rd-level necromancy (hemomancy)

TINY HUT

  • casting time 1 minute
  • range Self (10-foot-radius hemisphere)

  • components V, S, M (a small crystal bead)
  • duration 8 hours

Create a stationary dome of force. Nine creatures can fit inside. Spells and magical effects can't pass through. Atmosphere is comfortable. You can command dim or dark interior.

Ranger 3rd-level evocation (ritual)

TINY METEORS

  • casting time 1 action
  • range Self

  • components V, S, M (niter, sulfur, and pine tar formed into a bead)
  • duration Concentration, up to 10 minutes

Create six tiny meteors. Expend as bonus action to send meteors toward points within 120 feet. Each meteor explodes, forcing Dexterity Saving Throws. Failure results in 2d6 fire damage. Higher levels increase meteors.

Ranger 3rd-level evocation

TINY SERVANT

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

Animate a Tiny, nonmagical object. Creature under your control until spell ends or it drops to 0 hit points. Can mentally command as bonus action. Higher levels animate additional objects.

Ranger 3rd-level transmutation

SPEAK WITH DEAD

  • casting time 1 action
  • range 10 feet

  • components V, S, M (burning incense)
  • duration 10 minutes

Grant semblance of life and intelligence to a corpse. Can ask up to five questions. Answers are brief and may be cryptic. Corpse can't learn new information.

Ranger 3rd-level necromancy

SPIRIT GUARDIANS

  • casting time 1 action
  • range Self (15-foot-radius)

  • components V, S, M (a holy symbol)
  • duration Concentration, up to 10 minutes

Call forth spirits to protect you. Creatures in the area have halved speed. Wisdom Saving Throw on entry or start turn, taking 3d8 radiant or necrotic damage on a failure, half on a success.

Ranger 3rd-level conjuration

SPITEFUL WEAPON

  • casting time 1 action
  • range 25 feet

  • components V, S, M (a melee weapon that injured the target)
  • duration Concentration, up to 5 rounds

Create a connection between the target, attacker, and a melee weapon. Damage dealt to the attacker is replicated on the target. Lasts until the spell ends or the attacker receives healing.

Ranger 3rd-level necromancy (rune)

STEAL WARMTH

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

After taking cold damage, select a living creature within 5 feet. That creature takes the cold damage, or half with a successful Constitution Saving Throw. You regain hit points equal to the damage taken by the target.

Ranger 3rd-level necromancy (winter)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

STINKING CLOUD

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a rotten egg or skunk cabbage leaves)
  • duration Concentration, up to 1 minute

Create a nauseating gas cloud in a 20-foot-radius sphere. Creatures in the cloud make Constitution Saving Throws or spend their action retching. A strong wind disperses the cloud.

Ranger 3rd-level conjuration

SUDDEN DAWN

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration Concentration, up to 10 minutes

Create a brightly lit 60-foot-diameter cylinder of light. Extends into the sky for 100 feet or until obstructed.

Ranger 3rd-level evocation (ritual, battle)

SERPENT'S BITE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Manifest venomous fangs. Make a melee spell attack for poison damage. Target must make a Constitution Saving Throw or be poisoned. Can make the attack and an additional weapon attack as a bonus action. Higher levels increase damage.

Ranger 3rd-level transmutation

SHADOW TOXIN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

Fling a needle of darkness at a target, injecting corruptive magic. Target attempting to cast spells targeting friends makes Intelligence Saving Throws, taking psychic damage on failure. Higher levels allow additional targets.

Ranger 3rd-level necromancy

SLEET STORM

  • casting time 1 action
  • range 150 feet

  • components V, S, M (pinch of dust and drops of water)
  • duration Concentration, up to 1 minute

Create a freezing rain and sleet storm. Area is heavily obscured, difficult terrain, and causes Dexterity Saving Throws for prone. Concentrating creatures may lose concentration.

Ranger 3rd-level conjuration

SLOW

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a drop of molasses)
  • duration Concentration, up to 1 minute

Slow up to six creatures in a cube. Halves speed, -2 AC and Dexterity Saving Throws, no reactions, limited actions. Can make a Wisdom Saving Throw at the end of each turn.

Ranger 3rd-level transmutation

SONG OF THE FOREST

  • casting time 1 minute
  • range Self

  • components V, S, M (a dried leaf crumpled and released)
  • duration Concentration, up to 10 minutes

Attune your senses to nature, detecting sounds within 60 feet. Gain tremorsense 10 feet and advantage on Perception relying on sound. Functions only in natural environments.

Ranger 3rd-level transmutation (ritual, high elven)

SENDING

  • casting time 1 action (300 mana)
  • range Unlimited

  • components V, S, M (short piece of fine copper wire)
  • duration 1 round

Send a short message of twenty-five words or less to a familiar creature across any distance, even other planes. 5% chance of failure if on a different plane.

Ranger 3rd-level evocation

PROTECTION FROM ENERGY

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

Grants resistance to one damage type (acid, cold, fire, lightning, or thunder) of your choice.

Ranger 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

PROTECTIVE ICE

  • casting time 1 action
  • range Touch

  • components V, S, M (a seed encased in ice or glass)
  • duration Concentration, up to 1 hour

Encases a willing target in icy armor equivalent to breastplate. Deals cold damage to attackers. Higher levels increase armor type and damage.

Ranger 3rd-level abjuration (winter)

PULSE WAVE

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration Instantaneous

Create a 30-foot cone of pressure, pulling or pushing creatures. Constitution Saving Throw for half damage. Higher levels increase damage and distance.

Ranger 3rd-level evocation (dunamancy)

REMOVE CURSE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Ends all curses affecting a creature or object. Doesn't affect curses on cursed magic items.

Ranger 3rd-level abjuration

RETURN

  • casting time 1 reaction
  • range 45 feet

  • components V, S
  • duration Instantaneous

Use your reaction to teleport a creature to its point of origin if it moved during its turn. Charisma Saving Throw to resist.

Ranger 3rd-level abjuration

REVIVIFY

  • casting time 1 action
  • range Touch

  • components V, S, M (diamonds worth 300 gp, which the spell consumes)
  • duration Instantaneous

Touch a creature that died within the last minute, restoring it to life with 1 hit point. Can't restore creatures that died of old age or missing body parts.

Ranger 3rd-level necromancy

RIPTIDE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Create a swell of water in a cylinder. Creatures make Strength Saving Throws. Failed save restrains in the cylinder. On the next turn, choose Riptide (push and damage) or Undertow (pull and stun). Higher levels may increase damage.

Ranger 3rd-level conjuration (elemental)

SACRED WARD

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of cloth)
  • duration Concentration, up to 1 minute

Place a divine ward on a creature. After damage, it regains hit points, and the ward jumps to another creature. Higher levels grant additional charges.

Ranger 3rd-level abjuration

SCRY AMBUSH

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Allies equal to your spellcasting ability modifier + proficiency bonus are not surprised. If you were surprised, make a spellcasting check

Ranger 3rd-level divination (combat)

MOTIVATIONAL SPEECH

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

Inspire up to five creatures with temporary hit points, advantage on Wisdom saves, and advantage on their next attack roll after being hit. Higher levels increase temporary hit points.

Ranger 3rd-level enchantment

3 3
3 3
3 3
3 3
3 3</