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S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Ranger the healing increases by 1d8 for each slot level above 1st. ;Ranger

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Ranger

Ranger a writhing mass of thorny vines appears at the point of impact

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Ranger
  • duration

Ranger but at minimum

M; 8 hours; You create a circle with a 5-foot radius on the ground or the floor which becomes a trap. This trap is nearly invisible

  • casting time leaving it hanging upside down 3 feet above the ground. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns
  • range ending the effect on itself on a success.; Ranger;

Ranger requiring a successful Investigation check against your spell save DC to be discerned.

The trap triggers when a creature moves onto the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1; Snare; 1st level conjuration; 1 minute; Touch; S 1; Snare; 1st level conjuration; 1 minute; Touch; S