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Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Ranger (XGE) 1st level Abjuration

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Ranger 1st level Abjuration

Aldricor's Elemental Rebuke

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • durationInstantaneous

You manipulate some of the incoming elemental energy, harnessing its power in your hand. The damage you take from the triggering attack or effect is cut in half. You can then hurl the energy back at the creature that damaged you if it is within 60 feet of you. The creature must make a Dexterity saving throw, taking 1d8 damage of the triggering type on a failed save, or half as much damage on a successful one.



At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Ranger (KCC) 1st level Evocation

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Ranger 1st level Enchantment

Awaken Rope [1 of 2]

  • casting time1 action
  • rangeTouch

  • components: V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp)
  • durationInstantaneous

As an action, you can touch a rope of 10 to 60 feet in length and issue it a single command, selecting from the following options.

• Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.

• Fasten. The rope flies up 60 feet and ties one end of itself to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.

• Grab. The rope lashes out at an object within its length and grabs one Small or smaller object that is not being worn by a creature, pulling it back to your hand. If the object is being carried by a creature, the creature can make a Strength saving throw. On a success, the object is not pulled.

Ranger (KCC) 1st level Transmutation

Awaken Rope [2 of 2]

  • casting time1 action
  • rangeTouch

  • components: V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp)
  • durationInstantaneous

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points.

Ranger (KCC) 1st level Transmutation

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Ranger (XGE) 1st level Divination

Blade Mirage

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a melee weapon worth at least 1 sp)
  • durationConcentration, up to 1 minute

You twist illusions around a melee weapon you are holding. When you cast the spell, and as a bonus action on your subsequent turns for the duration, you can feint with the illusory blades, distracting a creature within 5 feet of you and giving you advantage on the next weapon attack against it before the end of the turn. The spell ends early if you let go of the weapon.



As an action, a creature that can see you can make an Intelligence (Investigation) check against your spell save DC. On a success, it becomes immune to the spell's effects.

Ranger (KCC) 1st-level Illusion

Bloodhound

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration24 hours

When this spell is cast, you gain excellent tracking instincts. For the duration of the spell, you have advantage on Wisdom (Survival) checks to track other creatures, and on all Wisdom (Perception) checks related to smell.

In addition, if you lose a quarry due to changing conditions or some other nonmagical effect, you can make another check with advantage to pick up the trail.

Ranger (EGM) 1st level Divination

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Borrow Skill

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • duration1 round

Upon casting, you hands pulse with a soft blue light. You may touch a creature to instantly become proficient in any one skill that the target is proficient in. If the creature is unwilling it may make a Dexterity saving throw to cause the spell to fail. Any skill checks you make with that skill are made using your proficiency bonus and your relevant ability modifier.

Ranger (Rite101) 1st level Transmutation

Bramble Binding

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Brambles burst from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On a failure, it takes 4d4 piercing damage and, if it is Large or smaller, becomes entangled by brambles. While entangled by brambles, it can’t move, but it can free itself as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional 2d4 piercing damage. On a success, it takes half as much damage and isn't entangled by brambles.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the damage taken ripping free of the brambles increases by 1d4 for each slot level above 1st.

Ranger (KCC) 1st level Transmutation

Charm Creature

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Ranger (Fey Wanderer) 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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

Ranger 1st level Evocation

Deep Shadows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

This spell creates a deepening and darkening of all shadows within a 60-foot area of a place you touch.This spell doesn’t actually create shadows

Ranger 1st level Illusion

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ranger 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ranger 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Ranger (Gloom Stalker) 1st level Illusion

Easy Trail

  • casting time1 action
  • rangeSelf (40-foot radius)

  • componentsV, S
  • duration8 hours

When you cast this spell, heavy undergrowth parts as you approach, then moves back after you pass.

For the duration, you and creatures within 40 feet of you do not reduce your speed when moving over difficult terrain caused by any kind of plant or vegetable matter, and any creature attempting to track you has disadvantage on its survival checks to find or follow your trail.

Ranger (EGM) 1st level Abjuration

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Electrify

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • duration1 round

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn.



The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Ranger (KCC) 1st level Evocation

Enrage Animals [1 of 2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

This spell incites and enrages animals, making them hostile and vicious. Roll 6d10, the total is how many hit points of creatures this spell can affect. Eligible beasts within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures, nonbeasts, or beasts with an Intelligence score of 4 or higher, who are unaffected).

Starting with the creature that has the lowest current hit points, each creature affected by this spell enters a terrible rage for the duration. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

A beast that is magically bound to a master or trained only to attack on order is allowed a Wisdom saving throw against this effect

Ranger (KCC) 1st level Enchantment

Enrage Animals [2 of 2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

At the beginning of its turn, an affected creature must make a melee attack against a creature within reach. If a beast affected by this spell has no creatures within reach, it will move towards the nearest creature and attack. If it cannot do so for some reason, the beast attacks an object within range, which may be the ground or a wall.

The first two attacks by beasts enraged by this spell are made with advantage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. When you cast it with a spell slot of 3rd level or higher, you can also affect abominations, celestials, fey, and fiends that have assumed an animal form (such as familiars)

Ranger (EGM) 1st level Enchantment

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, 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, the vines shrivel away.

While restrained by this spell, 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, 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 1st level Conjuration

Entangle

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Ranger (TCE) 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Ranger (Swarmkeeper) 1st level Evocation

Frightful Strike

  • casting time1 reaction
  • range5 feet

  • componentsV, M (a weapon with at least one drop of blood on it)
  • duration1 round

You cast this spell as a reaction when you hit with a melee weapon attack. You bark or whisper a terrifying threat to the creature as your weapon strikes. In addition to the weapon’s normal damage, the creature takes an amount of psychic damage equal to 1d4 + your Charisma modifier. The creature must also make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the psychic damage is increased by 1d4 for each slot level above 1st.

Ranger (EGM) 1st level Enchantment

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Ranger 1st level Conjuration

Gale Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 bludgeoning damage, and if it is Large or smaller, it is knocked 10 feet away from you.

At Higher Levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.

Ranger (KCC) 1st level Evocation

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Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Ranger 1st level Transmutation

Grasping Roots

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

A twisting burst of roots launch from your hand, reaching to grab a Large or smaller target. The target must make a Strength saving throw. On a failure, it is pulled 20 feet in a direction of your choice. On a success, the target is only pulled 5 feet. A creature can choose to fail this save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you move a creature an additional 5 feet for each slot level above 1st.

Ranger (KCC) 1st level Transmutation

Hail of Thorns

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Ranger 1st level Conjuration

Hidden Shelter

  • casting time1 action
  • range30 feet

  • componentsS
  • duration1 Month

With a wave of your hand, you create a natural shelter from the elements of your surroundings.

The shelter will house 6 creatures of medium size and they can spend the next 24 hours hiding in relative comfort. The shelter does not protect you or your allies from unnatural phenomena, nor does it protect them from extreme weather conditions such as fire, flood, volcanic eruptions, earthquakes, hurricanes and the like. It will, however, protect you and your allies from normal rain, snow, wind, heat and cold.

The shelter will be made of the natural surroundings and will blend in with them. Noticing the shelter requires a Perception check opposed by your Stealth check with a competence bonus equal to your caster level. If you and your allies spend more than 24 hours total in the same spot, the shelter continues to function, but it will cease to blend in with its surroundings.

Ranger (Rite101) 1st level Transmutation

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger 1st level Divination

Ignore

  • casting time1 action
  • range30 feet

  • componentsM (cotton and a blindfold)
  • durationConcentration, up to 1 minute

Choose a target in range. It must make a Wisdom saving throw. On a failure, you magically distract a creature causing it to suffer disadvantage to Wisdom (perception) and Intelligence (investigation) checks. Even if the subject fails the save, it does not know it has been the subject of a spell effect.

Ranger (Rite101) 1st level Enchantment

Infinite Edge

  • casting time1 bonus action
  • rangeSelf

  • componentsV, M (a weapon or natural weapon that deals piercing or slashing damage)
  • duration1 round

You instill a magical sharpness to a weapon you're holding or a natural weapon you possess, which must deal piercing or slashing damage. You have advantage on the next attack roll you make with it before the start of your next turn, and if the attack hits it deals an additional 1d10 damage of the weapon's type.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Ranger (KCC) 1st level Transmutation

Ironbreaker Claws

  • casting time1 action
  • range30 feet

  • componentsV, M (the claw of a predator)
  • durationInstantaneous

You summon the spirit of a clawed predator, which latches onto your foe and twists it off balance, leaving it open to an ally's attack. Choose one creature in range, which must make a Dexterity saving throw. If it fails, the creature takes 2d10 slashing damage, and it provokes an opportunity attack from any allies of yours within 5 feet of it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 for each slot level above 3rd.

Ranger (EGM) 1st level Conjuration

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Ranger 1st level Transmutation

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Keen Senses

  • casting time1 action
  • rangeTouch

  • componentsV, M (a spring of eyebright)
  • duration1 hour

With Keen Senses, you gain low-light vision, or if you have low-light vision, you gain darkvision. In addition, you gain advantage on Wisdom (perception) and Intelligence (investigation) checks.

Ranger (Rite101) 1st level Transmutation

Leaf into Dagger

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a leaf)
  • durationConcentration, up to 1 minute

This spell turns one leaf into a dagger. The dagger counts as a magic weapon for overcoming damage resistance. Rangers and druids use this spell to create silent, non-reflective weapons that look like completely harmless leaves.

Ranger (EGM) 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Ranger 1st level Transmutation

Mistsight

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You can see through mist, fog, heavy rain, and other water-based forms of concealment as if they weren’t there. For example, a Fog Cloud spell does not provide any concealment miss chance against your attacks. All non-visual effects of the spell work normally (for example, a Stinking Cloud affects you if you enter it, a Solid Fog slows you, and so on).

Ranger (Rite101) 1st level Divination

Multishot

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon with the thrown property worth at least 1 cp)
  • duration1 round

You touch a piece of ammunition or a weapon with the thrown property, conjuring a shadowy duplicate superimposed over it until the end of your next turn. The first time you attack with the empowered item before the end of your next turn, select a second target within the attack's range and make a separate ranged weapon attack. On a hit, the target is struck by the duplicate item and takes 2d8 force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st.

Ranger (KCC) 1st level Conjuration

Poison Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created poison. Use your spell saving throw DC for the Constitution saving throw DC for the poison. If a creature is wounded with the weapon, and fails the saving throw, that creature gains the poisoned condition and is dealt 1d6 poison damage at the start of its turn. At the end of each of its turns, it may make an additional Constitution saving throw to end the condition and the damage.

Ranger (Rite101) 1st level Conjuration

Potent Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

When you cast this spell, you designate a foe by creature type and imbue a weapon you touch with the power to deal additional damage to that foe. The weapon is considered a magic weapon against creatures of that type with a +1 bonus.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the weapon magic bonus to +2. When you cast this spell using a spell slot of 5th level or higher, increase the weapon magic bonus to +3.

Ranger (Rite101) 1st level Transmutation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Ranger (Horizon Walker)(Monster Slayer) 1st level Abjuration

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Ranger (TCE) 1st level Evocation

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Seeking Projectile

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon with the thrown property worth at least 1 cp)
  • durationConcentration, up to 10 minutes

You touch a piece of ammunition or a weapon with the thrown property and imbue it with a seeking spell. The next time the item is used for a ranged attack, the attacker can add your spellcasting modifier to the d20 result. If that makes the value on the die a 20 or higher, the attack scores a critical hit. The spell ends after one attack.

Ranger (KCC) 1st level Transmutation

Self-Loading Arrows/Bolts

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

This spell causes the arrows/bolts targeted by the spell to automatically load themselves into the target bow/crossbow. One new arrow/bolt loads itself whenever there is not one already in the bow/crossbow. Only the target arrows/bolts will load themselves, and only into the target bow/crossbow. If either the bow/crossbow or the arrows/bolts are shut inside a closed container, they will lie dormant, not loading until the container is opened. They will also not load if the arrows/bolts and the bow/crossbow are more than five feet away from each other.

Ranger (Rite101) 1st level Evocation

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 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, but at minimum, beasts can give you information about nearby locations and monsters, 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, at the DM's discretion.

Ranger 1st level Divination

Speed of Thought [1 of 3]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

You marshal psychic energies to move with speed and acrobatic grace. When you cast this spell, you gain two speed points. For the duration, as a bonus action on your turn, you can expend a speed point, granting yourself the following benefits until the end of that turn:

• Your speed increases by 10 feet.
• You have resistance to falling damage.
• Difficult terrain does not reduce your speed.
• You have a climb speed equal to your walking speed.
• Opportunity attacks against you are made with disadvantage.
• You add 10 feet to your long jump distance and 3 feet to your high jump distance.
• You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Ranger (EGM) 1st level Transmutation

Speed of Thought [2 of 3]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

• You do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice. This effect does not allow you to move over liquid surfaces.

• If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that attack inflicts an additional 1d4 damage.

At the end of your turn, the benefits fade entirely until you spend another speed point. If these benefits end while you are still on a vertical surface, or anywhere else where you would normally fall or sink, you immediately fall or begin to sink unless you have some other means to remain there.

This spell ends when its duration expires, when you cast this spell again, or when you have spent all your speed points. When the spell ends, any unspent speed points are lost.

Ranger (EGM) 1st level Transmutation

Speed of Thought [3 of 3]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

At Higher Levels: If you cast this spell with a spell slot of 2nd level or higher, the extra damage you inflict with melee weapon attacks against opponents when you move 20 feet increases by 1d4 for each slot level above 1st. In addition, if you cast this spell with a spell slot of 3rd level or higher, you gain one additional speed point for every two slot levels above 1st.

Ranger (EGM) 1st level Transmutation

Spikes of the Locust Tree

  • casting time1 bonus action
  • rangeTouch

  • componentsV
  • duration1 round

Long, woody thorns erupt from the target's skin, damaging those who touch or grapple him. Anyone who touches or grapples the subject takes 1d4 piercing damage. Unarmed strikes by the target deal an additional 1d4 piercing damage. The subject gains advantage on checks to escape being grabbed.

Ranger (Rite101) 1st level Transmutation

Summon Weapon

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • duration1 day

This spell summons one melee or ranged weapon (but not ammunition) of your choice. This weapon appears in your hands. The weapon is typical for its type and appropriate for your size. Only one weapon appears per casting, and only you can wield it. If you set it down or hand it to someone else, it vanishes as soon as you release it from your grasp. You can’t summon a weapon too large to be held in your two hands.

Ranger (Rite101) 1st level Conjuration

Tunnel

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a small piece of burrowing animal’s claw)
  • duration1 day

Tunnel causes your hands and forearms to thicken and a heavy layer of leathery skin covers them. You gain a burrow speed of 20 feet, but you may only burrow through dirt (not rock), and you may not take the dash action while burrowing. The change to your arms has no effect on your combat abilities.

Ranger (Rite101) 1st level Transmutation

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Wailing Wind

  • casting time1 minute
  • range30 feet

  • componentsV
  • duration8 hours

When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area.

You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell.

Ranger (EGM) 1st level Abjuration

Weightless Pursuit [1 of 2]

  • casting time1 reaction, a creature within 30 feet ends its turn more than 30 feet away
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

You can jump with supernatural ability and run up walls to pursue your opponent. Choose one creature within 60 feet that has just ended its turn more than 30 feet away after starting its turn within 30 feet of you. Until this spell ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings (while leaving your hands free). You also gain a climb speed equal to your walking speed, and your jumping distance is doubled.

In addition, as part of the reaction used to cast this spell, you can immediately fly a number of feet equal to or less than your walking speed, ending this movement in an empty space within 30 feet of the creature. This space cannot be above the creature, and you cannot end your movement farther away from your original space than the creature.

Ranger (EGM) 1st level Enchantment

Weightless Pursuit [2 of 2]

  • casting time1 reaction, a creature within 30 feet ends its turn more than 30 feet away
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

Moreover, for the duration, you have resistance against all damage from falling, and you take no damage when you fall less than 100 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is increased to 10 minutes. If the spell slot used is 3rd level or higher, you gain a flying speed equal to your walking speed for the duration.

Ranger (EGM) 1st level Enchantment

Zephyr Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Ranger (XGE) 1st level Transmutation

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Ranger (TCE) 2nd level Abjuration

Alacrity

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • duration1 round

Until the start of your next turn, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If you are under the effect of haste, you gain no benefit from this spell.

Ranger (KCC) 2nd level Transmutation

Animal Messenger (ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels: If you cast this spell using a spell slot of 3rd level

Ranger 2nd level Enchantment

Animal Messenger (ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Ranger 2nd level Enchantment

Animal Spy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You can borrow some of the senses of a beast you touch. During each of your turns, you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind with regard to your own senses.

This spell can only affect beasts with an Intelligence score of 3 or less. You don’t gain any control over the beast or communication with it other than seeing and hearing through its senses. If you cast this spell on a beast that is tied to another intelligent creature by a class feature or spell (such as a wizard’s familiar or a ranger’s animal companion), then that intelligent creature can make a Wisdom saving throw when you cast this spell. On a successful save, the spell fails. Whether you succeed or fail, the intelligent creature tied to the beast gains no special awareness of this spell of its effects

Ranger (EGM) 2nd level Divination

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Arboreal Archer

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You imbue limited intelligence to one non-sentient tree or shrub no less than 20 feet tall, allowing you to telepathically communicate simple instructions to the tree. On your command, the tree pulls back its branches and fires a volley of acorns, branches, or other debris at any target that you designate. The tree receives one ranged attack per round and uses your spellcasting attack bonus for its attack roll. Its attack deals 1d8 + your spellcasting ability modifier piercing and bludgeoning damage and has a range increment of 30/60 feet. The tree is immobile, has an AC of 16, and 30 hit points. The tree is incapable of defending itself

Ranger (EGM) 2nd level Transmutation

Augment Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

This spell makes poison more potent and toxic. Any dose of poison affected by the spell has its Constitution saving throw changed to the spell caster’s spell save DC and imposes disadvantage on any saving throw to avoid or end the poison's effects. Furthermore, any damage caused by the poison does extra damage equal to the spell caster’s spell casting ability modifier and its duration is increased by 1 round.

If the duration of the spell expires, the augmented effect ends immediately.

This spell only affects discrete doses of poison, though they may already be placed on a weapon, trap, or other item. Thus, if the spell were cast on a 10-gallon vat of wyvern poison, it would have no effect.

A dose of poison under the effect of this spell is considered a magically modified poison and does radiate magic.

Ranger (Rite101) 2nd level Transmutation

Balancing Lorecall

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a thin wooden dowel at least 3-inches in length)
  • durationConcentration, up to 10 minutes

Until the spell ends, you gain the ability to move up, down, and across any horizontal, sloping, or vertical surface capable of bearing at least half your weight. You leave your hands free while doing so, even when moving across surfaces where balancing is practically impossible. For the duration, you also gain a climbing speed equal to your walking speed, proficiency in the Acrobatics skill, and advantage on all Dexterity checks relating to balance.

Ranger (EGM) 2nd level Transmutation

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a handful of oak bark

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Ranger 2nd level Transmutation

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Ranger 2nd level Divination

Burning Strike

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon worth at least 1 cp)
  • duration1 round

You touch a weapon or a piece of ammunition, imbuing it with licking flames. The next time you attack with the empowered item, it bursts into brilliant fire. On a hit, the target takes an additional 4d4 fire damage and begins to burn. On a miss, the target takes half as much damage and does not start to burn. A burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and takes 1d4 fire damage at the end of each of its turns. The target or another creature within 5 feet can use an action to extinguish the flames.

If you target a weapon with the light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell. Once you make one attack with the targeted item, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by 1d4 damage.

Ranger (KCC) 2nd level Transmutation

Clay Touch

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a small clump of clay)
  • durationConcentration, up to 1 minute

You reach to a creature within range and attempt to turn its armor to soft clay. The target must make a Dexterity saving throw. On a failure, the target’s armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks, reducing the target’s AC to 10 + its Dexterity modifier for the duration.

Alternatively, you can touch a nonmagical object that isn’t being worn or carried and is no larger than 2 feet in any dimension, reducing its AC and the DCs of any Strength checks to damage it to 5 for the duration of the spell.

Ranger (KCC) 2nd level Transmutation

Command Minor Beast

  • casting time1 action
  • range50 feet

  • componentsV
  • durationConcentration, up to 1 hour

You target a Medium or smaller beast within range and force it to make a Wisdom saving throw. The beast you target must be CR 3 or less. If the beast fails its save then it is charmed by you.

So long as the beast is charmed, you have a telepathic link with it and can issue simple commands. If the beast receives no commands from you, it waits and defends itself if attacked.

Any time the beast takes damage, it is allowed a new Wisdom saving throw. If the save is successful, the spell ends.

Ranger (EGM) 2nd level Enchantment

Contingent Light Healing

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration10 minutes or until discharged

You bestow a small blessing on a target creature. Whenever the creature takes 4 or more points of damage, the spell discharges, suffusing the creature with positive energy causing it to regain 1d8 + your spellcasting modifier hit points. If used against undead, you must make a melee spell attack. If successful, the spell instead deals 2d8 points of additional damage the next time the undead target takes normal damage. A creature may only be under the effect of one contingent healing spell (of any sort) at a time. This spell counts as a cure wounds for any other class abilities and effects.

At Higher Levels: When cast at a spell slot of 3rd level or higher, the healing or damage increases by 1d8 for each spell slot above 2nd.

Ranger (Rite101) 2nd level Conjuration

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Cordon of Arrows

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • duration8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd level Transmutation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Ranger 2nd level Transmutation

Dire Form

  • casting time1 action
  • range50 feet

  • componentsV, S, M (a hair from a dire creature)
  • duration10 minutes

Dire form causes a regular animal or magical beast to change into a more feral, more powerful form. The target animal or magical beast, which must have a challenge rating of less than your level, gains advantage on attacks, advantage on Strength and Constitution skills and saves, and a +2 bonus to armor class. All of the target's natural weapons improve one step. This spell does not provide you with any additional way of controlling the animals affected, and indeed, it tends to make them more aggressive (it gains a second chance to break any charm or compulsion effects, and creatures have disadvantage on any skill check to control the animal).

Ranger (Rite101) 2nd level Transmutation

Dust Cyclone

  • casting time1 action
  • range60 feet (5-foot radius)

  • componentsV, S, M (a pinch of dust)
  • durationConcentration, up to 1 minute

A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot-radius, 30-foot-high cylinder centered on that point.

Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage isn’t pushed.

As a bonus action, you can move the dust cyclone up 30 feet in any direction. The first time you pass the dust cyclone’s radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and are pushed out its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures an unaffected by it passing through them.

If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn

Ranger (KCC) 2nd level Conjuration

Dust Wall

  • casting time1 action
  • range50 feet

  • componentsV,S,M (a pinch of dust)
  • durationConcentration, up to 1 minute

You raise a roiling curtain of airborne dust about a foot thick that can be up to 15 feet high and 60 feet long. Living creatures passing through the wall must make a successful Constitution saving throw or be blinded for 1 round. The wall is semi solid and does not block line of sight or line of effect, but provides half cover to anyone behind it. The area containing the wall is difficult terrain. The wall must always stand on the ground, and you can make it twice as long by making it half as high. As a move action, you can direct it to move along the ground at up to 20 feet each round.

Ranger (Rite101) 2nd level Evocation

Earthen Grace

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a chunk of granite)
  • durationConcentration, up to 10 minutes

When you cast this spell, you touch a creature and grant it an affinity for earth and stone. For the duration of the spell, the creature has resistance to damage from creatures or objects made of any kind of earth (including stone, dust, soil, clay, or elemental earth), and from earth-based spells and magical effects. This includes falling rocks, falling damage from impacting against any kind of earth, attacks by earth-based creatures (such as clay or stone golems, gargoyles, earth elementals). Acid damage and damage from metal objects or creatures are not considered earth-based for purposes of this spell, which grants no resistance to such damage.

Ranger (EGM) 2nd level Abjuration

Easy Climb

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

As you cast this spell, select a vertical surface within range, such as a cliff face, tree trunk, or similar surface. Small handholds and footholds appear on the surface, up to the range of the spell. For the duration, all Strength (Athletics) checks to climb the affected surface are made with advantage.

Ranger (EGM) 2nd level Transmutation

Elemental Blade [1 of 2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a plum blossom)
  • durationConcentration, up to 1 minute

When you cast this spell, a blade of elemental energy appears in the hand of a willing creature you touch. You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. The elemental blade is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but until the spell ends, you can evoke it for the creature again as a bonus action.

The wielder can use its action to create one of two effects:
• The wielder can make a melee attack with the blade, rolling the attack as if it were attacking with a regular shortsword. On a hit the target takes 5d4 damage of the type chosen when this spell was first cast. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack).
• The wielder can unleash energy on a single target within 30 feet. The wielder’s chosen target makes a Dexterity saving throw against your spellcasting DC. The target takes 4d4 damage of the type chosen when this spell was cast if it fails, or half as much damage on a success.

Ranger (EGM) 2nd level Evocation

Elemental Blade [2 of 2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a plum blossom)
  • durationConcentration, up to 1 minute

The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows:

• Acid. The creature cannot take reactions until the beginning of the wielder’s next turn.
• Cold. The creature’s speed is reduced by half until the end of its next turn.
• Fire. The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect.
• Lightning. The creature takes an extra 1d4 lightning damage if it is wearing metal armor.
• Poison. The creature is poisoned until the end of its next turn.

At Higher Levels: When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each slot level above 2nd.

Ranger (EGM) 2nd level Evocation

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Elemental Barrage

  • casting time1 bonus action
  • rangeTouch

  • componentsV, M (a piece of ammunition)
  • duration1 round

You touch of piece of ammunition and infuse it with chaotic elemental power. If that piece of ammunition is fired before the start of your next turn, it transforms into three elemental bolts, one each dealing fire, cold, and lightning damage.

Make a weapon attack roll for each elemental bolt. You can fire all three at the same target or at different targets within the weapon's range. On a hit, each bolt deals elemental damage equal to the attack's normal damage, but of its elemental damage type.

Ranger (KCC) 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Ranger (TCE) 2nd level Transmutation

Envenomed Skin

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a frog)
  • duration10 minutes

The caster's skin becomes mottled with violet, poison filled pustules. Any time the caster suffers physical damage (but not energy damage), one or more of the pustules will rupture, spewing forth a poison. Anyone within 5 feet must make a Dexterity saving throw or be struck by the magically and afflicted by the poison. The save for the poison itself is a Constitution saving throw of the same DC as envenomed skin. If afflicted, the creature takes 2d6 poison damage at the start of each of its turns and has the poisoned condition. At the end of each of its turns, the creature makes a Constitution saving throw to end the effect. No frogs are harmed in the casting of the spell.

Ranger (Rite101) 2nd level Transmutation

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Ranger 2nd level Divination

Flexarmor

  • casting time1 action
  • range30 feet

  • componentsV
  • duration10 minutes

Flexarmor causes a single set of armor or a shield to become more malleable and less restrictive. The target's armor bonus from Dexterity increases by 2, and if the armor imposes disadvantage on Dexterity(stealth) checks, that penalty is removed. If the person is not proficient with the armor, they gain the proficiency with the armor for the duration of the spell.

At Higher Levels: When cast as a 4th level spell, the duration of the spell is for 1 hour instead of 10 minutes.

Ranger (Rite101) 2nd level Transmutation

Fool’s Luck

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration10 minutes

The transmuted creature becomes luckier with respect to traps and hazards. The spell grants advantage to all saves and checks against traps, hazards, and poisons. While subject to fool's luck, any damage dealt by traps or hazards is reduced by 5 points.

Ranger (Rite101) 2nd level Transmutation

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Ranger (TCE) 2nd level Evocation

Hurricane Slash

  • casting time1 action
  • rangeSelf (30-foot line)

  • componentsV, S
  • durationInstantaneous

You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once.

Ranger (KCC) 2nd level Evocation

Instant Counter

  • casting time1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
  • range30 feet

  • componentsV, S, M (a melee weapon worth at least 1 sp)
  • durationInstantaneous

You vanish, teleporting to an empty space within 5 feet of the creature that damaged you, and immediately make a weapon attack against them with the weapon used in the spell’s casting.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, if your attack hits, it deals 1d8 additional force damage for each slot level above 2nd.

Ranger (KCC) 2nd-level conjuration

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Iron Wind Strike

  • casting time1 action
  • rangeSelf (15-foot radius)

  • componentsV, S, M (a melee weapon with which you are proficient worth at least 1 sp)
  • durationInstantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon’s damage type.

You can then teleport to an unoccupied space you can see within 5 feet of any of the targets.

At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd.

Ranger (KCC) 2nd-level conjuration

Kelpstrand

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a piece of dried seaweed)
  • durationInstantaneous

You stretch out your hand and a long strand of wet kelp streaks out to envelop your foe and bring the creature to your grasp. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage, and you can pull it up to 30 feet closer to you. If the target ends this movement within 5 feet of you, the target is grappled by you just as if you had made a successful grapple attack against it.

A creature you grapple with this spell can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spellcasting DC.

When you move, you can drag or carry the grappled creature at half your speed. You can move at your full speed if the creature is at least two sizes smaller than you.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by ld10 for each slot level above 2nd.

Ranger (EGM) 2nd-level conjuration

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Ranger 2nd level Abjuration

Listening Lorecall

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a hollowed ram’s horn)
  • durationConcentration, up to 1 hour

Until the spell ends, you gain advantage on Wisdom (Perception) checks related to hearing, and gain proficiency in the Perception skill. In addition, being invisible doesn’t give a creature advantage on attack rolls against you unless that creature is over 30 feet away.

Ranger (EGM) 2nd level Transmutation

Locate Animals or Plants (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Ranger 2nd level Divination

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Ranger 2nd level Divination

Luckwing

  • casting time1 round
  • range25 feet

  • componentsV, S, M (one dead butterfly)
  • durationConcentration, up to 1 minute

Casting this spell creates a one-foot-long obviously magical flying creature (use stats for a stirge except it does not possess its melee attack, scent ability, or its special abilities). This creature is under your complete control, and you are empowered to see, hear, and feel everything the creature does. The creature triggers any traps and suffers any damage a normal stirge would

Ranger (Rite101) 2nd level Evocation

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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 (TCE) 2nd level Transmutation

Mire of Stone and Earth

  • casting time1 action
  • range400 feet

  • componentsV, S
  • duration10 minutes

The very earth twists and writhes in a 40-feet radius in range, causing creatures that fail a Dexterity saving throw within the area to be restrained. Creatures that succeed on their save move at only half their base speed in the area. Those that remain in the area must save again at the end of their turn. Creatures that move into the area must save immediately. Those that fail must end their movement and are restrained. Restrained creatures can attempt to break free as a move action, making a Strength (athletics) or Dexterity (acrobatics) check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

Creatures with burrow speeds are immune to the effects of mire of stone and earth.

Ranger (Rite101) 2nd level Transmutation

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Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Ranger (Horizon Walker) 2nd level Conjuration

Mountain Stance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

For the duration of the spell, the creature touched has advantage on saving throws against any spell that would move it against its will. In addition, the subject has advantage on ability checks to resist being grappled, shoved, or moved against its will.

If an effect successfully moves the target, the spell ends.

Ranger (EGM) 2nd level Transmutation

Nauseating Pollen

  • casting time1 action
  • range100 feet

  • componentsV, S, M (ground mica)
  • duration10 rounds

A cloud of visible and invisible airborne pollen particles covers everyone and everything in the a 10-foot radius in range. Any living, breathing creature that enters or starts its turn in the area must make a Constitution saving throw. On a failure, the creature becomes poisoned and may only move each turn, losing its action and reaction. This lasts until the start of its next turn, but if the creature is still in the area, it must make a new saving throw.

Ranger (Rite101) 2nd-level conjuration

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Ranger 2nd level Abjuration

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Ranger 2nd level Abjuration

Razorscales

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a thin-bladed razor)
  • durationConcentration, up to 1 minute

Your skin transforms into razor sharp scales. Your Armor Class cannot be lower than 15, no matter what armor you wear. In addition, any creature that grapples you or hits you with a melee attack during the duration must roll a Dexterity saving throw. On a failed save, the creature takes 2d4 slashing damage, or half as much on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Ranger (EGM) 2nd level Transmutation

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Ranger (Gloom Stalker) 2nd level Transmutation

Scout’s Hike

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (dirt from a fresh trail)
  • duration1 hour

The target creature gains a +1 to all Dexterity-based attacks, advantage on all Dexterity-based skills, and doubles its base land speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Ranger (Rite101) 2nd level Transmutation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Ranger 2nd level Illusion

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Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Ranger 2nd level Transmutation

Sticks to Snakes

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (several sticks)
  • durationConcentration, up to 10 minutes

You turn a hand full of sticks into 1d4 + 1 constrictor snakes. The snakes you create with this spell are friendly to you and your companions.They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once the spell ends, the snakes turn back into sticks.

At Higher Levels: When you cast this spell using a spell slot of 4th level, you transmute the sticks into giant constrictor snakes. If you cast the spell using a spell slot of 5th level or higher, you transmute one extra stick into a giant constrictor snake for every two slot levels above 4th.

Ranger (EGM) 2nd level Transmutation

Unseen Guardian

  • casting time1 action
  • range50 feet

  • componentsV, S
  • duration8 hours or until discharged

You create an immobile, magical sensor that continually scans the area around it, looking for your enemies. The sensor has darkvision to a range of 30 feet. The sensor can make Wisdom(perception) checks (with a bonus equal to your spellcasting ability modifier and proficiency bonus) to note hidden or invisible creatures and has advantage on all checks that rely on smell within 30 feet. If the sensor sees or smells any creature that presents a potential threat (from intelligent creatures sneaking up on you, to animals which might potentially attack if they stumble upon you by accident), it alerts you mentally, provided you are within 120 feet, and is then discharged.

Ranger (Rite101) 2nd level Divination

Vacuum Pull

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create a howling blast of wind, attempting to pull a huge or smaller creature that you can see within range toward you. The target must succeed a Strength saving throw or be yanked off its feet and pulled to you, landing within 5 feet of you and falling prone. Flying creatures make this save at disadvantage.

At Higher Levels: When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet.

Ranger (KCC) 2nd level Evocation

Summon Beast

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell's level appears in the stat block.

Ranger (TCE) 2nd level Conjuration

Web

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Ranger (Swarmkeeper) 2nd level Conjuration

Web Shelter

  • casting time1 action
  • range50 feet

  • componentsV, S
  • duration8 hours

You create a shelter of slightly sticky webbing. You may create a hemisphere with a diameter of between 5 and 20 feet or a sphere with a diameter of between 5 and 10 feet. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.

Creatures other than the caster and those designated by her at the time of the casting touching the web shelter become grappled by the sticky fibers and must make a Strength (Athletics) or Dexterity (acrobatics) check to escape, with a DC equal to the spell's DC, or remain grappled.

The shelter is watertight and insulated with the door closed. Its surface has AC 10 and 2 hit points for every 5-foot square of web surface area. It takes normal damage from fire (not half damage like most objects) and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears

Ranger (Rite101) 2nd level Conjuration

Wildheart

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (charred or torn leaf)
  • durationConcentration, up to 10 minutes

You are able to tap into the ancient, terrible might of nature, granting the subject of the spell a +2 bonus to Strength, Dexterity, and Constitution saves and checks. It also gains an increase of 10 feet to base speed for all its natural movement modes (but not those granted by a spell or effect, such as fly).

Ranger (Rite101) 2nd level Transmutation

Wind Cutter

  • casting time1 bonus action
  • rangeSelf (30 feet)

  • componentsV, S, M (a melee weapon with which you are proficient worth at least 1 sp)
  • durationConcentration, up to 1 minute

You infuse the weapon used in the spell’s casting with tempestuous power. For the duration, when you make an attack on your turn with the weapon, it gains a reach of 30 feet, releasing slashes of razor sharp wind against your foes. When hitting targets beyond its normal reach, it deals slashing damage.

Additionally, the weapon's attacks deal an additional 1d4 damage, and if there is another creature within 5 feet of the target, it is struck by the slashing wind. Apply the same attack roll to the second creature, dealing half as much damage as the initial attack on a hit.

Ranger (KCC) 2nd level Transmutation

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Wind Sense

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • duration 1 round

You cast your senses out into the wind. Until the start of your next turn, you gain blindsight within 60 feet and have advantage on Wisdom (Perception) checks. Additionally, when you make ranged weapon attacks, you do not require line of sight as long as the target is within your blindsight, and the target does not benefit from cover.

Ranger (KCC) 2nd level Transmutation

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Ranger 2nd level Enchantment

Airsphere

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a perfect moonstone worth 10 gp)
  • duration1 hour

This spell creates a 30-foot radius sphere of fresh air around the individual or object touched by the caster. Gaseous and vaporous attacks are unable to penetrate this airsphere, and acids or other liquids simply wash over it. The spell generates oxygen, enabling you to breathe underwater or in other areas with no fresh air (though as the sphere surrounds its recipient or object, it hampers movement in or under water).

This spell doesn’t protect against natural or magical effects occurring within the airsphere: for example, if a vial of acid is thrown into the sphere, it enters

Ranger 3rd level Conjuration

Accelerate Decay

  • casting time1 action
  • range50 feet

  • componentsV, S
  • durationInstantaneous

This spell only affects corporeal undead creatures and creatures kept artificially young through magic. This spell accelerates the creatures’ rot back to where a body would be ruined if the creature fails a Charisma saving throw. The damage to undead creatures and creatures that are kept artificially young through magic (such as a potion of youth) is 10d6 necrotic damage and ignores any resistance and immunity to that damage. Particularly ancient creatures such as creatures aged over 500 years like vampires take double damage. Mummies get +4 to their saves and take only half damage due to their initial preservation techniques when buried. Any sort of regeneration possessed by undead creatures is suppressed for 24 hours. If an undead creature is reduced to 0 hit points, it crumbles into a pile of dust. A successful save results in half damage, negates all other effects, and allows the creature to apply immunity and resistance to the damage.

The spell does not affect artificial constructs unless those constructs are made of corpses, like flesh golems. These creatures also get a Charisma saving throw as normal. If the construct is reduced to 0 hit points or less it falls apart and is destroyed.

Ranger (Rite101) 3rd level Transmutation

Animal Mind

  • casting time1 action
  • range50 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a beast and a target within range when you cast this spell. If the subject fails a Charisma saving throw, the subject believes it is an animal of the chosen type. If the subject does not know how such an animal would act, it acts in a manner that it believes the animal should act. While affected by this spell, spells and abilities that target beasts will also affect the subject. Any attempt to interact with the subject requires a Wisdom(animal handling) check (DC equal to your spell save DC). If the target of the spell is damaged while you are still concentrating on the spell, the target receives a new saving throw.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, you may extend the duration up to 10 minutes. If you use a spell slot of 5th level or higher, the duration can be extended up to 8 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot slot, the spell lasts until dispelled. If this spell is cast using a 5th level or higher spell slot, the duration doesn’t require concentration, and the target does not get a new saving throw if dealt damage.

Ranger (Rite101) 3rd-level Enchantment

Ashardalon’s Stride

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Ranger (FToD) 3rd Level Transmutation

Beast’s Curse

  • casting time1 action
  • range50 feet

  • componentsV, S
  • durationUntil dispelled

Choose a target in range to make a Charisma saving throw. On a failure, Beast’s curse makes its target the victim of constant harassment by animals. Whenever a beast passes within either 30 feet or close enough to perceive the victim, whichever is larger, that beast’s attitude immediately shifts to hostile. Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.

The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good(dispel evil and good(break enchantment)), limited wish, miracle, remove curse, or wish spell. Beast’s curse can also be removed with a successful Wisdom(handle animal) check (DC equal to your spellcasting save DC) over the course of an hour.

Ranger (Rite101) 3rd-level necromancy

Blade Storm

  • casting time1 action
  • rangeSelf

  • componentsV, M (a weapon that inflicts slashing or piercing damage)
  • duration 1 round

Once you cast this spell, your speed is reduced to 0 until the start of your next turn. However, as part of the action of casting this spell, you can make one melee weapon attack with a piercing or slashing weapon you already have in hand against every creature within the reach of that weapon.

If you have a piercing or slashing weapon in each hand, you can attack with either weapon, and at the end of the turn, each creature you attacked takes slashing damage equal to your spellcasting ability modifier, whether you hit or missed.

In addition, if you have a weapon in each hand, until the start of your next turn, when a creature provokes an opportunity attack from you, you can use a special reaction granted by this spell instead of making a normal opportunity attack. You use this special reaction to attack the provoking creature twice, using each of your two weapons to make one attack.

Ranger (EGM) 3rd level Transmutation

Bramble Barrier

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You create a line of low brambles that erupts from a space on the ground you can see within range. This line is 30 feet long and 5 feet wide, made up of six 5-foot squares of brambles. Each patch must connect to another patch and be placed on the ground. The bramble patches are difficult terrain and any creature entering a square of brambles takes 4d4 piercing damage and must make a Constitution saving throw. On a failure, its speed becomes 0 until the end of its turn.

The brambles wither and die after 1 day if the area isn’t suitable for them to grow. A creature can clear a 5-foot square with 1 minute of labor, or instantly by inflicting at least 5 points of fire damage. The brambles crumble to dust immediately if you cast this spell again.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can create two additional 5-foot squares of brambles for each slot level above 3rd.

Ranger (KCC) 3rd level Transmutation

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Companion’s Vengeance

  • casting time1 action
  • rangeSelf and any animal summoned or companion

  • componentsV, S
  • duration1 hour

When your animal companion suffers damage at the hands of your enemies, either you or your animal companion (your choice) receives a morale bonus to your or its next attack and damage roll against that specific foe based upon the figures provided in the following chart. The bonus to the damage roll is only applied to the next attack

Ranger (KCC) 3rd level Transmutation

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Ranger 3rd level Conjuration

Conjure Barrage

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Ranger 3rd level Conjuration

Control Temperature

  • casting time1 action (ritual)
  • range10-foot radius, centered on caster

  • componentsV, S, M (a vial of mercury)
  • durationConcentration, up to 1 hour

You control the ambient temperature. You can raise or lower the temperature by 10 degrees every round for the duration of the spell.

Ranger (EGM) 3rd level Transmutation

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Ranger 3rd level Evocation

Deepsight

  • casting time1 action
  • rangeTouch

  • componentsV, S, M(small fragment of obsidian)
  • duration8 hours

Deepsight extends a subject’s darkvision (whether natural or from the darkvision spell), by an additional 60 feet.

Ranger (Rite101) 3rd level Transmutation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Ranger (Fey Wanderer) 3rd level Abjuration

Dread Mercy [1 of 2]

  • casting time1 reaction, which you take when you reduce a creature within 60 feet to 0 hit points with a weapon attack
  • range60 feet

  • componentsV
  • durationConcentration, up to 10 minutes

You offer an opponent mercy in exchange for its cooperation. Choose one creature within range that you have just reduced to 0 hit points. You instead reduce that creature to 1 hit point and immediately command its surrender. It must make a Wisdom saving throw. On a successful save the creature is frightened of you for the spell’s duration, and suffers only the normal effects of being frightened. On a failure, the creature is still frightened, but rather than fleeing, the frightened creature stays where it is and does not move unless you tell it to.

For the duration, the creature (that failed its save) will not attack you, and it fearfully obeys any instructions it can hear and understand that will not directly harm it (for example, it will not knowingly drink poison or walk off a cliff).

While affected, the creature will not deliberately say anything to you that it believes to be a lie, though it can simply remain silent if you do not ask any direct questions.

Ranger (EGM) 3rd-level Enchantment

Dread Mercy [2 of 2]

  • casting time1 reaction, which you take when you reduce a creature within 60 feet to 0 hit points with a weapon attack
  • range60 feet

  • componentsV
  • durationConcentration, up to 10 minutes

Whenever you or one of your allies attempt to harm the creature, or if you give it instructions that would harm it or force it to make a saving throw against another effect, it repeats its Wisdom saving throw against this spell, ending the spell on a success. You always know if a creature has succeeded or failed on a saving throw against this spell. When the spell’s effect ends, a creature that never succeed on any saving throws against this spell is unaware it was magically influenced, believing its fear of you was merely natural.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration is increased to 1 hour. If you cast this spell using a spell slot of 6th level or higher, the duration is increased to 8 hours

Ranger (EGM) 3rd-level Enchantment

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Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Ranger (TCE) 3rd level Transmutation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Ranger (Gloom Stalker) 3rd level Illusion

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Ranger (XGE) 3rd level Transmutation

Forest Walk

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration8 hours

This spell improves your ability to travel while in the wild and your ability to interact with the wild.. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion or cause you to become lost still affect you and those you travel with, but if such magical effects grant a saving throw or require a check, you and any you travel with gain advantage on the save or check. In addition, you and any group of up to six creatures and their mounts you travel with gain advantage on Dexterity (stealth) checks in areas of medium to dense vegetation (GM’s discretion), and you gain advantage on all Charisma (diplomacy) and Charisma (deception) checks made to influence elves, gnomes, plant and fey creatures.

Concentration, up to 1 minute 3rd level Transmutation

Four-Winds Bag

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a cloth bag)
  • durationInstantaneous

You create a windstorm within a small cloth bag, and then you unleash it to move yourself and your allies. Choose any number of creatures within range. You and each chosen creature may immediately use a reaction to take the Dash action.

Ranger (EGM) 3rd level Conjuration

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Ranger (Swarmkeeper) 3rd level Transmutation

Halt Plants

  • casting time1 action
  • range150 feet

  • componentsV, S, M (small twig wrapped in wire)
  • durationConcentration, up to 1 minute

With a command and a complex gesture, you cause one or more plant creatures to stop. You render up to three plant creatures immobile and helpless if they fail a Wisdom saving throw. The plant creatures are entitled to a new saving throw at the end of each of its turns. The effect is broken if the halted creatures are attacked or take damage.

Concentration, up to 1 minute 3rd level Transmutation

Hand of the Marksman

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a small iron replica of a firearm or crossbow)
  • durationSee Text

You gain a limited precognition that allows you to aim your attacks more precisely. Your next ranged attack roll made with a firearm or crossbow (if it is made before the end of the next round) has advantage, and your critical range is considered to be 18 to 20 for this one attack.

Ranger (Rite101) 3rd-level divination

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Ranger (Horizon Walker) 3rd level Transmutation

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Lightning Arrow

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger 3rd level Transmutation

Lightning Shot

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon worth at least 1 cp)
  • duration1 round

You touch a piece of ammunition or a weapon with the thrown property, imbuing it with crackling lightning for the duration.

The first time you attack with the empowered item, it transforms into a bolt of lightning, blasting out from you in a line 100 feet long and 5 feet wide. Make one weapon attack, applying the result against every creature in the line. This attack deals 4d8 lightning damage on a hit, and half as much damage on a miss. This damage roll doesn't add any modifiers or bonuses associated with weapon attacks. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd, up to a maximum of 6d8 at 5th level.

Ranger (KCC) 3rd level Transmutation

Lost [1/2]

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You target up to three creatures in range. If the target fails a Wisdom saving throw, the affected creatures believe themselves to be completely lost, and wander randomly as long as the spell is in effect. Creatures that fail their save no longer recognize their surroundings, although they feel a vague, nagging sense of uneasiness as the lost memory flutters just beyond reach.

Each affected creature moves at half speed in a random direction each round, and do not remember previous changes in direction. They recognize enemies, but if they attempt to move toward them, the direction they move is still random. They defend themselves from attacks, but if they chose to move away they move in a random direction, until the spell ends. Shaking or otherwise attempting to disturb affected creatures has little effect, and they will continue to try puzzling their way out of their predicament.

Creatures affected by lost can attempt a new Wisdom saving throw each minute to try to resist the spell’s effects. On a successful save, the creature suffers becomes aware of its surroundings once more.

At Higher Levels: When cast at a spell slot of 3rd level or higher, you increase the number of targets

Ranger (Rite101) 3rd-level Enchantment

Lost [2/2]

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

by 1 for each spell slot above 3rd

Ranger (Rite101) 3rd-level Enchantment

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.

• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

• The creature has disadvantage on attack rolls against targets within the cylinder.

• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels: When

Ranger (Monster Slayer) 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Ranger (Monster Slayer) 3rd level Abjuration

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Ranger (TCE) 3rd level Transmutation

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Ranger 3rd level Abjuration

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Ranger 3rd level Transmutation

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Plant Spy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration10 Days

You make a non-sentient, non-animate plant into a spy of sorts. For the duration of the spell, all visible and auditory activities that occur within fifty feet of the plant are “stored” magically within the plant. At any time afterward, you (and only you) can touch the plant and experience the information stored within it. Once you have accessed the information, you cannot do so again. The plant’s “senses” are the same as a normal human’s (regardless of the race of the caster)—it cannot see in the dark, it cannot see invisible creatures, and so on.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, you extend the duration by one day for each spell slot above 3rd.

Ranger (Rite101) 3rd-level divination

Predatory Stealth

  • casting time1 action
  • range50 feet

  • componentsV, S
  • duration1 hour

Predatory stealth masks the presence of the selected creatures. You select five creatures granting them advantage on Dexterity(stealth) checks and preventing them from being automatically detected by scent. Creatures with the scent ability must make Wisdom(perception) checks to detect affected creatures (and any items they carry) as if they lacked that ability. Creatures with the blindsight ability are likewise unable to detect the subjects’ presence without a Wisdom(perception) check, while those with truesight can detect the subjects’ presence as normal.

Ranger (Rite101) 3rd level Illusion

Primeval Might

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

The spell imbues the creature touched with an extensive knowledge of the strengths and weaknesses of fey and magical beasts, improving his combat prowess against these adversaries. The spell grants him a 1d6 bonus to attack rolls, AC, and saving throws whenever he fights against fey and magical beast creatures. At the time of casting, the recipient chooses one weapon that becomes cold iron and silvered for the spell’s duration. If the weapon is a nonmagical weapon, it also becomes a +1 magical weapon, but only against fey and magical beasts.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, you can touch an additional creature for each spell slot above 3rd.

Ranger (Rite101) 3rd-level divination

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Ranger 3rd level Abjuration

Psychic Twin

  • casting time1 action
  • range50 feet

  • componentsV, S, M (a pair of platinum rings worth 50 gp worn by both you and the target)
  • duration1 hour

You forge a psychic link between you and one target humanoid within range. Once the link is established, you share the experiences of your ally, granting both of you the ability to use skills the other is proficient in as if you were proficient as well. In addition, while under the effects of psychic twin, neither character can be affected by extra damage and advantage from being unaware when a character would be attacked unless both characters are unaware of the attack . Likewise, neither character is surprised unless both characters are surprised.

At Higher Levels: If you use a spell slot of 5th level or higher, the duration can be extended up to 8 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot slot, the spell lasts until dispelled.

Ranger (Rite101) 3rd-level divination

Pyroclastic Tide

  • casting time1 action
  • rangeSelf (10-foot radius sphere)

  • componentsV, M (a melee weapon)
  • durationInstantaneous

You strike a blow fueled by the fury of the earth, channeling volcanic energy into the very ground beneath your feet.

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. If the attack hits, the target is knocked prone, and the ground within a 10-foot radius sphere centered on you becomes difficult terrain until it is cleared. All creatures besides you within the affected area must roll a Strength saving throw. A creature takes 2d6 bludgeoning damage and 2d6 fire damage and is knocked prone on a failed save. If the saving throw is successful, the creature takes half the damage, and isn’t knocked prone. Molten lava ignites flammable objects in the area that aren't worn or carried.

The spell’s area remains difficult terrain until it is cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Firenewts and earth-based or fire-based elemental creatures (such as gargoyles or salamanders) do not take damage from this spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage and fire damage both increase by 1d6 for each slot level above 3rd.

Ranger (EGM) 3rd level Evocation

Quickening Breeze

  • casting time1 bonus action
  • range60 feet

  • components V, S, M (a thin-bladed razor)
  • durationInstantaneous

You summon a gentle wind spirit whose influence grants serenity and good fortune to your allies. Choose a 15-foot cube within range. The next three saving throws rolled by your allies within that area before the spell ends are made with advantage. Once the third saving throw is rolled with advantage, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of saving throws made at advantage are increased by 1 for every 2 slot levels above 3rd.

Ranger (EGM) 3rd level Conjuration

Rain of Spiders

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M (a spider leg)
  • durationConcentration, up to 1 minute

A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A Swarm of Spiders (Basic Rules, pg. 391) descends onto each creature within the cylinder when the spell is cast.

This swarm is considered to be climbing on the target creature and moves with it, even if they leave the affected area, and takes its turn immediately after that creature’s turn. A creature can make use its action to attempt to remove the spiders, making a Strength (Athletics) or Dexterity (Acrobatics) check against the spell save DC of the caster.

The swarm uses the caster’s spell attack modifier when attacking (if it is higher than their attack modifier). A swarm will attack the creature it fell on if it can, or move to chase the creature if it has been knocked off of them. Any spiders that remain when the spell ends disappear.

Ranger (KCC) 3rd level Conjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Ranger (TCE) 3rd level Necromancy

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Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Ranger 3rd level Transmutation

Storm Cone

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

When casting this spell, you point in a direction and emit a 60-foot cone shaped whirling vortex. As an action on each of your turns, you can change the direction of the cone up, down, or sideways by 10 feet.

The vortex whirls around any creature caught in its area, blasting it with fist-sized balls of force, and jolting it with small lightning strikes. The creature takes 5d4 bludgeoning damage from the wind buffets, and 2d4 lightning damage. A successful Dexterity saving throw halves the bludgeoning damage, but not the lightning damage.

In addition, a spellcaster caught in the cone must make a successful Constitution saving throw when casting a spell with somatic components. Though it is against your normal spellcasting DC, this saving throw is the equivalent of a roll to maintain concentration on a spell, and special benefits or other effects the creatures has on such Constitution saving throws apply.

Ranger (EGM) 3rd level Evocation

Summon Fey

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Ranger (TCE) 3rd-level conjuration

Summon Plant

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a carved wooden figurine worth at least 300 gp)
  • durationConcentration, up to 1 hour

You call forth a magical plant, which manifests in an unoccupied space that you can see within range. It uses the Plant Spirit stat block, and you select either the Dryad, Shambling Mound, or Treant option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.

Ranger (KCC) 3rd-level conjuration

Troll Arms

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a hunk of troll flesh)
  • duration1 hour

The subject of this spell gains the long, lanky, powerful arms of a troll. The target creature must have arms or arm-like appendages or the spell has no effect. The subject gains a +2 bonus to Strength-based attack and damage rolls, and its natural reach increases by 5 feet. The subject also gains two natural claw attacks with which it is automatically proficient. The claws deal slashing damage appropriate for the creature’s size (1d6 for a Medium sized creature) plus the subject’s Strength modifier. It can, as a bonus action, make an additional claw attack with one of these arms.

Ranger (Rite101) 3rd level Transmutation

Wasp Barrage

  • casting time1 action
  • rangeSelf (40-foot cone)

  • componentsV, S
  • durationInstantaneous

You conjure a swarm of magical wasps, which zip out to sting creatures of your choice within a 40-foot cone. Make a ranged spell attack against each individual target. On a hit, a creature takes 1 piercing damage + 4d12 poison damage. After they attack, the magic wasps fade away.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d12 for each second slot level above 3rd.

Ranger (KCC) 3rd-level conjuration

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Ranger 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Ranger 3rd level Transmutation

Weapons Storm

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one weapon and call forth the essence of its martial spirit. Three duplicate weapons made of pure force are created. For the duration of the spell, if the target weapon successfully strikes a target, the duplicates also inflict force damage as they damage the victim. The duplicate weapons deal only base damage

Ranger 3rd level Evocation

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Whirling Conflagration

  • casting time1 action
  • rangeSelf (15-foot radius)

  • componentsV, S, M (a melee weapon with which you are proficient worth at least 1 sp)
  • durationInstantaneous

You flourish the weapon used in the casting and whirl it around, setting it ablaze. Make one weapon attack, applying the roll to each creature within 15 feet. Each target takes 6d6 fire damage on hit, or half as much on a miss.

At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd.

Ranger (KCC) 3rd level Transmutation

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Ranger 3rd level Evocation

Arcane Eye

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of bat fur

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Ranger (Swarmkeeper) 4th level Divination

Armor of Thorns

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

For the duration of the spell, your torso grows a weave of green, writhing thorns. Creatures striking you with natural weapons or hand-held weapons take 7 piercing damage each time they hit you. In addition, the thorns grant the caster a +3 bonus to AC. The caster may will the thorns to move out of the way so he may safely receive beneficial touch-based spells and effects. As a full-round action, the caster can have the vines strike out from his body, dealing 6d4 points of damage to all creatures within a 5-foot-long, 180-degree arc in front of him, or to all creatures within 5 feet of him (Dexterity saving throw for half damage).

Ranger (Rite101) 4th level Conjuration

Banishment

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Ranger (Horizon Walker)(Monster Slayer) 4th level Abjuration

Breath of the Elements (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration24 hours

Choose air, earth, fire, or water. For the duration of the spell, you can breathe that element normally, as if it were whatever element you normally breathe (air for most surface creatures, water for most creatures of the sea).

Ranger (EGM) 4th-level Transmutation

Calm Winds

  • casting time1 action
  • rangeSelf (20-foot radius)

  • componentsV, S
  • durationConcentration, up to 10 minutes

When you cast this spell, it stills the air around you, creating an area of calm within a 20-foot radius sphere centered on you. A creature inside the spell’s area is immune to the effects of high winds from either natural effects or spells. In addition, air-based elemental creatures treat the area as difficult terrain for the duration, and feel an instinctive urge to avoid entering it.

The spell’s protective area moves with the caster, who can only move at half speed while concentrating on the spell.

Ranger (EGM) 4th level Evocation

Camouflage, Mass

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 minute

Mass camouflage changes the appearance of up to 7 medium sized motionless target creatures to match their surroundings, granting a +10 bonus and advantage on Dexterity (stealth) checks. If the subject of the spell moves, attacks, or takes any action that can’t be accomplished while standing still, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 4th that are within range of the spell.

Ranger (Rite101) 4th level Illusion

Circle of Privacy (ritual)

  • casting time1 action
  • range 25-foot radius circle

  • componentsV, S, M (salt)
  • duration24 hours

The caster sprinkles salt in a circle around a campfire, tent, or some other central object. Natural predators and curious passer-byes are magically discouraged from looking too closely at the area enclosed by the circle.

Sights, sounds and smells inside the circle are masked and muted, and anyone just passing by is unlikely to even notice your camp. Any Wisdom (Perception) checks to find you are made with disadvantage.

This spell does not protect against any form of magical detection.

Ranger (EGM) 4th-level Transmutation

3 3
3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Conjure Woodland Beings [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear -

Ranger 4th level Conjuration

Conjure Woodland Beings [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

one holly berry per creature summoned

twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Ranger 4th level Conjuration

Dimension Cutter

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S, M (a melee weapon with which you are proficient worth at least 1 sp)
  • durationInstantaneous

You flourish the weapon used in the casting and sweep it through the air, slicing a rift through dimensions. Each creature in a 15-foot cone takes 6d6 force damage. This ignores total cover and strikes creatures in the ethereal plane as well as the material plane.

At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, it deals an additional 1d6 damage to each target for each slot level above 4th.

Ranger (KCC) 4th level Conjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Ranger (Fey Wanderer) 4th level Conjuration

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the

Ranger (TCE) 4th level Enchantment

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Ranger (TCE) 4th level Enchantment

Dust Cloud

  • casting time1 action
  • range150 feet

  • componentsV, S, M (pinch of dust)
  • durationConcentration, up to 1 hour

You create a roiling cloud of dust that rises from the ground to a height of 20 feet that has a 40-foot radius. Living creatures within the area must make a successful Constitution saving throws or be blinded for as long as they remain in the cloud and for 1 round thereafter. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has light obscurement, while creatures farther away have heavy obscurement. The squares containing the cloud are difficult terrain. The churning dust makes spellcasting difficult, requiring a concentration check (DC 10 + spell level).

You can make the cloud twice as tall by making it half as wide (20-foot-radius spread, 40 feet high). As a bonus action, you can direct it to move along the ground up to 20 feet each round.

Ranger (Rite101) 4th level Evocation

Eye of the Hurricane [1 of 2]

  • casting time1 action
  • range Self (40 foot radius)

  • componentsV, S
  • durationConcentration, up to 1 minute

When you cast this spell, it creates a spherical storm with hurricane force winds that whip violently around you in a 40 foot radius sphere centered on you. However, within a 10 -foot radius sphere also centered on you, these winds are relatively calm, merely a strong breeze.

Because of the winds, creatures within 40-feet of you cannot make ranged attack rolls, nor can they be the targets of ranged attacks.

Certain large projectiles, such as thrown or catapulted, can be used to attack despite the winds, but even attacks with such weapons are made at disadvantage.

Any creature that moves into the area of The violent winds or starts its turn there must make a Strength saving throw. If they fail, they suffer one of the following effects, depending on their size and whether they are flying.

Ranger (EGM) 4th level Abjuration

Eye of the Hurricane [2 of 2]

  • casting time1 action
  • range Self (40 foot radius)

  • componentsV, S
  • durationConcentration, up to 1 minute

• Medium and smaller creatures are moved 1d4 x 10 feet in a random direction, knocked prone, and take 1d6 points of bludgeoning damage for every 10 feet this effect moves them.
• Medium flying creatures are pushed back 1d6 x 10 feet.
• Large creatures are knocked prone.
• Large flying creatures are pushed 1d6 x 5 feet.
• Huge creatures make no progress through the winds.
• Huge flying creatures are pushed 1d4 x 5 feet.

You can move at half your movement speed while concentrating on the storm, and it moves with you. However, if your movement causes the storm’s winds to cross into a space occupied by another creature, the creature must make a Strength saving throw to avoid the spell’s effects.

Ranger (EGM) 4th level Abjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Ranger 4th level Abjuration

Gale Shot

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon worth at least 1 cp)
  • duration1 round

You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, it is propelled with hurricane force. On a hit, the target takes an additional 4d8 damage from the attack and is knocked backwards 30 feet. Any creature the target collides with takes 2d8 bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.<

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level, the shot deals an additional 1d8 damage and the target is knocked backwards an additional 10 feet.

Ranger (KCC) 4th level Transmutation

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Ranger 4th level Conjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Ranger (Gloom Stalker) 4th level Illusion

Heart of the Gazelle

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (heart meat of a gazelle)
  • durationConcentration, up to 10 minutes

The recipient of this spell gains the speed, agility, and endurance of one of nature’s most elusive creatures: the gazelle. For the duration of the spell, the subject’s base land speed doubles. This increase stacks with any increase granted by class abilities, but not with bonuses from other spells or magic items. The subject also gains advantage on Dexterity attacks, checks, and saves and a +2 bonus to Constitution checks and saves.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Ranger (Rite101) 4th level Transmutation

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Ranger 4th level Divination

Maddening Insult [1 of 2]

  • casting time1 action
  • range50 feet

  • componentsV, S, M (bit of dung)
  • durationConcentration, up to 1 minute

If the target creature fails a Wisdom saving throw, it is afflicted with an uncontrollable anger, taking a –2 penalty to Armor Class and a –2 penalty on attack rolls. Starting with the target’s first action after the spell has been cast

Ranger 4th level Enchantment

Maddening Insult [2 of 2]

  • casting time1 action
  • range50 feet

  • componentsV, S, M (bit of dung)
  • durationConcentration, up to 1 minute

While the spell is in effect, the target creature cannot use Concentration or any Charisma, Dexterity, or Intelligence based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), nor can it use any abilities requiring patience or concentration. The target creature cannot cast spells or activate command-word, spell-trigger, or spell-completion magic items, nor can it use Combat Expertise or any item creation or metamagic feat.

Creatures with Intelligence scores of 2 or lower are not affected by this spell.

Ranger (Rite101) 4th level Enchantment

Many Arms

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (vial of blood from a many-armed creature) Duration: 1
  • duration1 minute

This spell causes the target creature to sprout an additional 2 arms. In addition, the target’s clothes and armor alter themselves to allow these new arms to function without penalty. If the target’s hands end in natural weapons such as claws, the new arms have similar natural attack forms. These additional arms allow the target to make additional attacks as if the creature had extra attack class ability for each limb, but the target must have extra weapons. The limbs could also be used to wield extra ranged weapons or shields.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Ranger (Rite101) 4th level Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Mass-morph into Trees

  • casting time1 action
  • range150 feet

  • componentsV, S, M (handful of bark chips)
  • durationConcentration, up to 8 hours

You instantly change the appearance of up to 8 subjects within 30 feet of a point in range so they appear as normal trees and maintain that appearance for the spell’s duration. The subjects look, feel, and smell just like real trees. If attacked, the illusion is negated on that creature (and that creature only), unless it’s you, in which case you must succeed on a Concentration check using the damage dealt to the creature for the check to maintain the spell. If your check fails, the spell ends, revealing all massmorphed subjects. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on themselves by making Charisma saving throw. Those who interact with the subjects can attempt Wisdom saving throw to see through the glamer. Truesight and true seeing reveals a massmorphed creature. Targets of the spell may not move, as that will end the spell on that target.

Ranger (Rite101) 4th level Illusion

Premonitory Vision (ritual) [1/2]

  • casting time1 reaction, when you finish a short or long rest
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You perceive a series of images that show you future events. You ask a single question concerning a specific goal, event, or activity to occur within seven days. The DM offers a truthful reply. The reply might be a short phrase, an explanation of your own emotional reaction, or a description of a single image you saw.

The spell doesn’t consider any possible circumstances that might change the outcome, such as the casting of additional spells, or the loss or gain of a companion.

After you cast this spell, unless you treat yourself with a special calming tincture that uses 25 gold pieces worth of ingredients, you have disadvantage on Wisdom, Dexterity, and Intelligence checks, and on Constitution saving throws to maintain concentration for 10 minutes.

If you cast the spell two or more times before finishing your next long rest, you receive increasingly confusing visions that muddle your mind. For each casting after the first, the duration of the negative effects for not imbibing a calming tincture increase by an additional (cumulative) 10 minutes, and there is a cumulative 25% chance that the information you perceive is random and possibly unrelated to the question you asked. The DM makes

Ranger (EGM) 4th level Divination

Premonitory Vision (ritual) [2/2]

  • casting time1 reaction, when you finish a short or long rest
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

this roll in secret.

Ranger (EGM) 4th level Divination

Quicksilver Steps

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You lighten your own steps with a spell of effortless quickness. For the duration of the spell, your movement does not provoke attacks of opportunity. When another creature you can see or hear ends its turn, you can move up to 10 feet (no action required). You can move in this way up to 4 times, regaining all uses at the start of your next turn. The first attack against you after each movement is made at disadvantage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature’s turn increases by 1 for each slot level above 4th.

Ranger (KCC) 4th level Transmutation

Remember Way

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationSee Text

You cast this spell on a conveyance or mount to make it memorize any course you take for the next 10 hours. The journey instilled in this memory remains until either replaced by a new remember way spell or is dispelled. During any future trip through this area, unless the spell is dispelled the conveyance does not require guidance.

Upon command, the subject steers itself to any point stored in its memory. If it passes beyond the bounds of its recorded journey, it immediately drifts aimlessly until correctly piloted. A conveyance or mount can only hold one journey in its memory at a time. This spell only causes a conveyance to guide itself, it still must have its own source of locomotion.

Ranger (Rite101) 4th level Divination

Serenity of Stone

  • casting time1 bonus action
  • rangeSelf

  • componentsS, M (a polished obsidian mirror, which the spell consumes)
  • durationConcentration, up to 1 minute

Your body and mind are invested with the hardness of stone and the inexorable power of flowing magma. Until the spell ends, you gain resistance to fire damage and to nonmagical bludgeoning, piercing, and slashing damage, and you have advantage on Wisdom and Intelligence saving throws.

Ranger (EGM) 4th level Abjuration

Serpent Arrows [1 of 2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a serpent scale)
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 2d6 poison damage. Even if the attack misses, the target takes 1d6 poison damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when ten pieces of ammunition have been drawn from the quiver.

After each attack, whether it hits or misses, the used piece of ammunition falls into an unoccupied space closest to the target, where it transforms into a giant poisonous snake under the control of the creature who attacked with the ammunition.

Giant poisonous snakes created by this spell are friendly to you and your companions. They act on the initiative of the creature who attacked with the ammunition, immediately after that creature’s turn ends, but act on their own. The snakes obey any verbal commands issued by the creature controlling them (no action required by you).

Ranger (EGM) 4th-level Transmutation

Serpent Arrows [2 of 2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a serpent scale)
  • durationConcentration, up to 1 hour

If that creature doesn't issue any commands, the snakes continue to attack the target of the ranged attack (even if the target has dropped to 0 hit points), but otherwise take no actions beyond defending themselves.

Each snake changes back into a piece of ammunition when it drops to 0 hit points or when the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of pieces of ammunition you can affect increases by two for each slot level above 4th.

Ranger (EGM) 4th-level Transmutation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Ranger 4th level Abjuration

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4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Summon Elemental

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

air, a pebble, ash, and water inside a crystal vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Ranger (TCE) 4th level Conjuration

Track Magic

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

You grant the ability to see traces of magic. The target may follow the trail of any creature that has active (or continuous) spells, magic items, innate spellcasting, or magiclike abilities. The spell lets the target see a faint, glowing trail, but the target cannot tell what type of magic creates it. For every three active items/spells/abilities, the subject gains a +1 bonus to Wisdom (survival) checks to track the creature. This spell does not help the target track via magic used to conceal or alter normal tracks, such as pass without trace, but it would still give the target a chance to track other active magic in the possession of someone using those magic to avoid being tracked.

Ranger (Rite101) 4th level Divination

Wind at Back

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration12 hours

When this spell is cast, choose six creatures. For the duration, you and the selected creatures double your overland travelling speeds.

This spell has no effect on the speed of creatures during combat.

Ranger (EGM) 4th level Evocation

Arrow Storm

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationInstantaneous

You launch a fusillade of arrows, dealing 8d6 piercing damage to each creature within 30 feet of a point in range and inflicting the restrained condition. Creatures can make a Dexterity saving throw to take half damage and negate the restrained condition. At the start of their next turn, restrained targets can use their action to make a Strength (athletics) or Dexterity (acrobatics) check with the DC equal to your spell save DC to escape.

Creatures with cover automatically negate the restrained condition, take no damage on a successful save, and half damage if they fail their save.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increase the damage dealt by 1d6 damage for each slot level above 5th.

Ranger (Rite101) 5th level Conjuration

Circle of Moonlight

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV, S, M (belladonna)
  • durationConcentration, up to 1 hour

You create a spherical barrier marked by a visible circular halo of white light that surrounds you in a 10-foot radius and moves with you, remaining centered on you. The barrier affects shapechangers and undead in the following ways:

• Undead and shapechangers can’t passing or reaching through. If the creature attempts to do so, it must succeed on a Charisma saving throw.
• Undead and shapechangers can’t cast spells or make attacks with ranged or reach weapons through the barrier without succeeding on a Charisma saving throw.
• The barrier’s spherical nature and magical composition also prevent flying or incorporeal undead from bypassing the barrier by entering from above or below the visible halo without succeeding on a Charisma saving throw.

While the creatures cannot enter the sphere, they can dispel the sphere through other means.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Ranger (Rite101) 5th level Abjuration

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water.
• prevalent plants, minerals, animals, or peoples.
• powerful celestials, fey, fiends, elementals, or undead.
• influence from other planes of existence.
• buildings.

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Ranger 5th level Divination

Conjure Volley

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or one thrown weapon

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Ranger 5th level Conjuration

Cure Far Wounds

  • casting time1 action
  • range100 feet

  • componentsV, S
  • durationInstantaneous

By means of this remarkable spell, you deliver healing magic to any creature within range. The creature regains 6d8 plus your spellcasting ability modifier hit points. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th

Ranger (Rite101) 5th level Evocation

Environment Prison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationPermanent

You create a cocoon-like prison out of surrounding environment, hidden among the natural setting, to hold a willing creature motionless. While so imprisoned, the target grows no older and its bodily functions virtually cease. It is incapacitated and restrained. For up to one hour per day, you can mentally communicate with it, although it is in no way compelled to answer any questions or even respond.

Only locate creature or similar divinations can find an imprisoned target. A dispel magic or dispel evil and good effect can free it. The prison itself has AC10 and 10 hp. If reduced to zero hit points, the spell ends.

Ranger (Rite101) 5th level Transmutation

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Fell Tree [1/2]

  • casting time1 action
  • range50 feet

  • componentsV, S
  • duration1 day

You summon a single tree at a point in range with a height no greater than 100 feet to appear uprooted and falling in a designated direction. The tree affects a line equal to its height with a width equal to one-quarter its height. Any ceiling with an AC of 17 or more or with 30 hit points or more stops the growth of the tree but does not end the spell. The tree will grow to its full height through any object of less than AC 17 or with less than 30 hit points. Each creature in the path of the falling tree must make a Dexterity saving throw.

On a failed save a creature takes 1d6 bludgeoning damage per ten feet of the tree’s height and is knocked prone and restrained, or takes no damage and is pushed outside the area on a successful one. A restrained creature is pinned beneath the tree. A creature can be freed as an action with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. While pinned, a creature takes 1d6 bludgeoning damage per minute. The summoned tree disappears after 24 hours.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the maximum height of the tree increases by 10 feet for each slot level above

Ranger (Rite101) 5th level Conjuration

Fell Tree [2/2]

  • casting time1 action
  • range50 feet

  • componentsV, S
  • duration1 day

5th.

Ranger (Rite101) 5th level Conjuration

Flickering Strikes

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S, M (a melee weapon you are proficient with worth at least 1 sp)
  • durationInstantaneous

You brandish the weapon used in the casting before disappearing, instantly teleporting to and striking up to 5 targets within range. Make a melee weapon attack against each target. On a hit, a target takes the normal weapon damage from the attack, plus an additional 6d6 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of any target of the spell.

Ranger (KCC) 5th level Conjuration

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

• One effect that charmed or petrified the target.
• One curse, including the target's attunement to a cursed magic item.
• Any reduction to one of the target's ability scores.
• One effect reducing the target's hit point maximum.

Ranger (TCE) 5th level Abjuration

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Ranger (Monster Slayer) 5th level Enchantment

Hornet Shot

  • casting time1 action
  • rangeSelf

  • componentsS, M (a ranged weapon)
  • durationConcentration, up to 1 minute

Your weapon buzzes with toxic energy as you infuse it with magic, and when it strikes your target it emits a cloud of hornet-like motes that sting your foe and nearby enemies. As part of the action used to cast this spell, you must make a ranged weapon attack, otherwise the spell fails. If that attack hits, the target takes an additional 3d10 piercing damage, and attack rolls against it from more than 10 feet away are made with advantage. At the end of each of the target's turns before the spell ends, it must succeed on a Constitution saving throw or take 2d10 poison damage. On a successful save, the spell ends.

For the duration of the spell, a creature that moves within 5 feet of the target for the first time during its turn or starts its turn there is attacked by the motes and must make a Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the piercing damage increases by 1d10 for each slot level above 5th.

Ranger (EGM) 5th level Transmutation

Insect Plague

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a few grains of sugar, some kernels of grain, and a smear of fat

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Ranger (Swarmkeeper) 5th level Conjuration

Jungle’s Rapture [1 of 2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a bottle carved of obsidian)
  • durationPermanent

Spitting, you curse a creature, causing its body to become more rigid, and whorls of wood grain to appear on its skin as it begins a slow transformation into a tree. Make a ranged spell attack against a creature within your range that is not undead or a construct. On a hit, you curse the creature with a hardening of the limbs and skin as its flesh slowly turns to wood, inflicting the following effects upon it for the duration:

• Any speed it has becomes 5 feet, unless the speed was lower.
• It has disadvantage on Dexterity checks and Dexterity saving throws.

At the end of each of the target’s turns, it must make a Wisdom saving throw. After succeeding on three of these saving throws, the creature defeats the curse, and the spell ends. After failing three of these saving throws, the creature stops making these saves, and it becomes a tree, replacing the previous effects of the curse with the following, which last for the duration:

Ranger (EGM) 5th level Transmutation

Jungle’s Rapture [2 of 2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a bottle carved of obsidian)
  • durationPermanent

• Its creature type becomes plant

• It is restrained

• Its size becomes Large unless it was already larger

• Its reach with melee attacks increases to 10 feet

• It has disadvantage on Dexterity checks and Charisma checks

• It cannot speak any language

• It is indistinguishable from a normal tree unless it moves

Every morning at dawn, the creature must make another Wisdom saving throw. Whenever it succeeds, it regains the ability to speak until the next time it fails the saving throw. If it succeeds on two of these saving throws in a row, the spell ends.

A greater restoration, true polymorph, shapechange, or wish spell can also end this spell.

Ranger (EGM) 5th level Transmutation

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Longstrider, Mass

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a pinch of dirt)
  • duration1 hour

This spell functions the same as longstrider, except that you can affect up to seven creatures.

Longstrider: You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Ranger (EGM) 5th level Transmutation

Mislead

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Ranger (Fey Wanderer) 5th level Illusion

Path of Stone

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

This spell allows you to travel through stone. You gain a burrow speed equal to your base walking speed, and can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. You can breathe while burrowing in this way, but you are blinded and deafened without some other ability to sense your surroundings. The following spells affect you if cast upon the stone that you are occupying: Stone shape deals you 3d6 points of damage but does not expel you. Passwall expels you without damage.

Ranger (Rite101) 5th level Transmutation

Petrify

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 10 minutes

You instantaneously fossilize any organic matter that you touch. Wood, flesh, bone and any other dead material is turned into roughhewn stone, gaining the AC and hit points of this material

Ranger (Rite101) 5th level Transmutation

Quill Blast

  • casting time1 action
  • rangeSelf (20-foot radius)

  • componentsV, S, M (a porcupine’s quill)
  • durationInstantaneous

Needle-sharp quills emerge from your skin, flying outward in every direction. All creatures in a 20-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes piercing damage from the quills. The amount of damage depends on a creature’s size as shown on the table below. On a successful saving throw, the creature takes half the listed damage:

Size / Piercing Damage
Tiny / 2d6
Small / 4d6
Medium / 6d6
Large / 8d6
Huge / 10d6
Gargantuan / 12d6

Unless a creature is an undead or a construct, on a failed saving throw it has disadvantage on all its saving throws and ability checks until the end of your next turn as it writhes in pain.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 10 feet for each slot level above 5th. If the spell slot used is 7th level or higher, the dice rolled for damage increases to d10s instead of d6s.

Ranger (EGM) 5th level Conjuration

Seeming [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence

Ranger (Gloom Stalker) 5th level Illusion

Seeming [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

(Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Ranger (Gloom Stalker) 5th level Illusion

Storm Shot

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon with the thrown property worth at least 1 cp)
  • duration1 round

You touch a piece of ammunition or weapon with the thrown property, imbuing it with a crackling storm of power for the duration. The first time you attack with the weapon, it explodes into a raging storm on reaching its destination. On a hit, the target takes an additional 4d8 lightning damage. On a miss, the target takes half as much damage.

Hit or miss, the target and all creatures within 20 feet of it must make a Strength saving throw against the raging storm unleashed by the attack. On a failed, a creature is thrown 20 feet straight up (falling immediately if not otherwise held aloft) and takes 2d8 lightning damage. On a successful save, it is not thrown into the air and takes half as much lightning damage.

Ranger (KCC) 5th level Transmutation

Swift Quiver

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a quiver containing at least one piece of ammunition

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Ranger 5th level Transmutation

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Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1

Ranger (Horizon Walker) 5th level Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Ranger (Horizon Walker) 5th level Conjuration

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Ranger 5th level Conjuration

Trollskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (heart of a troll)
  • durationConcentration, up to 1 minute

The target creature regains 5 hit points at the start of its turn for the duration. If the target takes acid or fire damage, they don’t regain hit points on their next turn. If the target loses a limb or body part, it can reattach the severed member instantly by holding it to the stump. This spell does not allow targets to regrow limbs or body parts lost before the spell was cast. If the target creature would otherwise have resistance or immunity to fire or acid, then those resistances or immunities remain.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increase the number of targets by one for each slot level above 5th.

Ranger (Rite101) 5th level Transmutation

Unexpected Clarity

  • casting timetake when you score a critical hit with an attack roll
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

When an astonishing strike opens a new opportunity for you in battle, you focus your mental energies to take full advantage of it. As part of the reaction used to cast this spell, you make a further melee weapon attack against a creature within your reach. On a hit, the target suffers the attack's normal effects. In addition, the target takes an additional 1d12 psychic damage, and is frightened until the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d12 for each slot level above 5th.

Ranger (EGM) 5th level Enchantment

Vorpal Shot

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M (a piece of ammunition or a weapon with the thrown property worth at least 1 cp)
  • duration1 round

You touch a piece of ammunition or a weapon with the thrown property, granting it a razor-sharp edge. The first time a creature attacks with the empowered item, it adds +3 to its attack and damage rolls, and ignores all resistances and immunities to the weapon's damage type. On a hit, the creature takes 6d8 additional damage. If this damage reduces the target to 0 hit points, it receives a mortal wound and immediately dies.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

Ranger (KCC) 5th level Transmutation

Watery Membrane

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a handful of fish entrails)
  • duration10 hours

Target up to 5 creatures you can see within range. You alter a target’s body so that it exudes a thick pink gel, forming a layer over its skin and clothing. For the duration, the target can breathe both water and air. In addition, gains a swimming speed of 30 feet, and has advantage on Strength (athletics) checks made to swim. When you cast this spell, you can affect several creatures, dividing the spell’s duration evenly among all the creatures you touch.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increase the total duration of the spell by 2 hours for each slot level above 5th.

Ranger (Rite101) 5th level Transmutation

Wind Tunnel

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • durationConcentration, up to 1 minute

When this spell is cast, you summon the winds around you to improve the accuracy of your allies’ ranged weapon attacks. Each ally within range has advantage on ranged weapon attacks for the duration.

Ranger (EGM) 5th level Evocation

Woodland Sanctuary [1 of 2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M (herbs worth 3,000 gp total)
  • duration1 Year

Woodland sanctuary infuses a region of wilderness terrain that is a mile in radius with the raw power of nature. Elves, fey, gnomes, and animals within the woodland sanctuary gain advantage on all saving throws, Wisdom (Perception), Dexterity (Stealth), and Wisdom (Survival) checks. As well, elves, fey, gnomes, and animals gain an increase of 10 feet to base speed for all their natural movement modes (but not those granted by spell or effect, such as fly). In addition, you can choose to fix a single spell effect to the woodland sanctuary, much as you can fix a single extra effect to a hallow site.

The spell effect lasts for one year and functions throughout the region, regardless of the spell’s normal duration and area. You can designate whether the effect applies to all creatures or only to elves, fey, gnomes, and animals.

Ranger (Rite101) 5th level Abjuration

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Woodland Sanctuary [2 of 2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M (herbs worth 3,000 gp total)
  • duration1 Year

At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting woodland sanctuary again. Spell effects that may be tied to a woodland sanctuary include aid, bless, protection from poison, detect evil and good, detect magic, detect poison and disease, zone of truth, dispel magic, entangle, faerie fire, fog cloud, freedom of movement, see invisibility, protection from energy, purify food and drink, silence, speak with animals, speak with plants, and tongues.

Ranger (Rite101) 5th level Abjuration

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