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ABSORB ELEMENTS MAGE HAND ALARM (RITUAL)

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 reaction, which you take Self 1 action 30 feet 1 minute 30 feet
when you take acid, cold,
fire, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage V,S 1 minute V, S, M 8 hours
COMPONENTS DURATION A spectral, floating hand appears at a point you a tiny bell and a piece of fine silver wire
S 1 round choose within range. The hand lasts for the
duration or until you dismiss it as an action. The You set an alarm against unwanted intrusion.
The spell captures some of the incoming energy, hand vanishes if it is ever more than 30 feet Choose a door, a window, or an area within range
lessening its effect on you and storing it for your away from you or if you cast this spell again. that is no larger than a 20-foot cube. Until the
next melee attack. You have resistance to the You can use your action to control the hand. You spell ends, an alarm alerts you whenever a tiny or
triggering damage type until the start of your can use the hand to manipulate an object, open larger creature touches or enters the warded
next turn. Also, the first time you hit with a an unlocked door or container, stow or retrieve area. When you cast the spell, you can designate
melee attack on your next turn, the target takes an item from an open container, or pour the creatures that won't set off the alarm. You also
an extra 1d6 damage of the triggering type, and contents out of a vial. You can move the hand up choose whether the alarm is mental or audible.
the spell ends. to 30 feet each time you use it. A mental alarm alerts you with a ping in your
At Higher Levels: When you cast this spell The hand can't attack, activate magical items, or mind if you are within 1 mile of the warded area.
using a spell slot of 2nd level or higher, the extra carry more than 10 pounds. This ping awakens you if you are sleeping.
damage increases by 1d6 for each slot level An audible alarm produces the sound of a hand
above 1st. bell for 10 seconds within 60 feet.

Ranger (XGE) 1st level Abjuration Ranger (Swarmkeeper) Conjuration cantrip Ranger 1st level Abjuration

ANIMAL FRIENDSHIP BEAST BOND CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 10 V, S Instantaneous
minutes
a morsel of food A creature you touch regains a number of hit
a bit of fur wrapped in a cloth points equal to 1d8 + your spellcasting ability
This spell lets you convince a beast that you modifier. This spell has no effect on undead or
mean it no harm. Choose a beast that you can You establish a telepathic link with one beast you constructs.
see within range. It must see and hear you. If the touch that is friendly to you or charmed by you. At Higher Levels: When you cast this spell
beast's Intelligence is 4 or higher, the spell fails. The spell fails if the beast's Intelligence is 4 or using a spell slot of 2nd level or higher, the
Otherwise, the beast must succeed on a Wisdom higher. Until the spell ends, the link is active healing increases by 1d8 for each slot level
saving throw or be charmed by you for the spell's while you and the beast are within line of sight of above 1st.
duration. If you or one of your companions each other. Through the link, the beast can
harms the target, the spell ends. understand your telepathic messages to it, and it
At Higher Levels: When you cast this spell can telepathically communicate simple emotions
using a 2nd level spell slot or higher, you can and concepts back to you. While the link is
affect one additional beast for each slot level active, the beast gains advantage on attack rolls
above 1st. against any creature within 5 feet of you that
you can see.

Ranger 1st level Enchantment Ranger (XGE) 1st level Divination Ranger 1st level Evocation

DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE DISGUISE SELF


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 hour
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of a yew leaf weapons, and other belongings on your person, look
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your
this way, you can use your action to see a faint For the duration, you can sense the presence and action to dismiss it. You can seem 1 foot shorter or
aura around any visible creature or object in the location of poisons, poisonous creatures, and taller and can appear thin, fat, or in between. You can't
area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify change your body type, so you must adopt a form that
magic, if any. the kind of poison, poisonous creature, or has the same basic arrangement of limbs. Otherwise,
The spell can penetrate most barriers, but is disease in each case. the extent of the illusion is up to you.
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell
dirt. metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your outfit, objects pass through the
dirt. 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 1st level Divination Ranger 1st level Divination Ranger (Gloom Stalker) 1st level Illusion
Ranger 1st level Conjuration Ranger 1st level Conjuration Ranger 1st level Transmutation
ENSNARING STRIKE FOG CLOUD GOODBERRY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute hour
a sprig of mistletoe
The next time you hit a creature with a weapon You create a 20-foot-radius sphere of fog
attack before this spell ends, a writhing mass of centered on a point within range. The sphere Up to ten berries appear in your hand and are
thorny vines appears at the point of impact, and spreads around corners, and its area is heavily infused with magic for the duration. A creature
the target must succeed on a Strength saving obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry
throw or be restrained by the magical vines until of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides
the spell ends. A Large or larger creature has per hour) disperses it. enough nourishment to sustain a creature for
advantage on this saving throw. If the target At Higher Levels: When you cast this spell one day.
succeeds on the save, the vines shrivel away. using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
While restrained by this spell, the target takes of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
1d6 piercing damage at the start of each of its above 1st. this spell.
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.

HAIL OF THORNS HUNTER'S MARK JUMP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V Concentration, up to 1 V, S, M 1 minute
minute hour
a grasshopper's hind leg
The next time you hit a creature with a ranged You choose a creature you can see within range
weapon attack before the spell ends, this spell and mystically mark it as your quarry. Until the You touch a creature. The creature's jump
creates a rain of thorns that sprouts from your spell ends, you deal an extra 1d6 damage to the distance is tripled until the spell ends.
ranged weapon or ammunition. In addition to the target whenever you hit it with a weapon attack,
normal effect of the attack, the target of the and you have advantage on any Wisdom
attack and each creature within 5 feet of it must (Perception) or Wisdom (Survival) check you
make a Dexterity saving throw. A creature takes make to find it. If the target drops to 0 hit points
1d10 piercing damage on a failed save, or half as before this spell ends, you can use a bonus action
much damage on a successful one. on a subsequent turn of yours to mark a new
At Higher Levels: If you cast this spell using a creature.
spell slot of 2nd level or higher, the damage At Higher Levels: When you cast this spell
increases by 1d10 for each slot level above 1st using a spell slot of 3rd or 4th level, you can
(to a maximum of 6d10). 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 Conjuration Ranger 1st level Divination Ranger 1st level Transmutation

LONGSTRIDER PROTECTION FROM EVIL AND GOOD SPEAK WITH ANIMALS (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S 10 minutes
minutes
a pinch of dirt You gain the ability to comprehend and verbally
holy water or powdered silver and iron, which the communicate with beasts for the duration. The
You touch a creature. The target's speed spell consumes knowledge and awareness of many beasts is
increases by 10 feet until the spell ends. limited by their intelligence, but at minimum,
At Higher Levels: When you cast this spell Until the spell ends, one willing creature you beasts can give you information about nearby
using a spell slot of 2nd level or higher, you can touch is protected against certain types of locations and monsters, including whatever they
target one additional creature for each slot level creatures - aberrations, celestials, elementals, can perceive or have perceived within the past
above 1st. fey, fiends, and undead. day. You might be able to persuade a beast to
The protection grants several benefits. perform a small favor for you, at the DM's
Creatures of those types have disadvantage on discretion.
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 1st level Transmutation Ranger (Horizon Walker)(Monster 1st level Abjuration
Slayer) Ranger 1st level Divination
Ranger (XGE) 1st level Transmutation Ranger (Fey Wanderer) 1st level Enchantment Ranger (Swarmkeeper) 1st level Evocation
ZEPHYR STRIKE CHARM PERSON FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S 1 hour V Concentration, up to 1
minute minute
You attempt to charm a humanoid you can see
You move like the wind. Until the spell ends, your within range. It must make a Wisdom saving Each object in a 20-foot cube within range is
movement doesn't provoke opportunity attacks. throw, and does so with advantage if you or your outlined in blue, green, or violet light (your
Once before the spell ends, you can give yourself companions are fighting it. If it fails the saving choice). Any creature in the area when the spell
advantage on one weapon attack roll on your throw, it is charmed by you until the spell ends or is cast is also outlined in light if it fails a Dexterity
turn. That attack deals an extra 1d8 force until you or your companions do anything saving throw. For the duration, objects and
damage on a hit. Whether you hit or miss, your harmful to it. The charmed creature regards you affected creatures shed dim light in a 10-foot
walking speed increases by 30 feet until the end as a friendly acquaintance. When the spell ends, radius.
of that turn. the creature knows it was charmed by you. Any attack roll against an affected creature or
object has advantage if the attacker can see it,
At Higher Levels: When you cast this spell and the affected creature or object can't benefit
using a spell slot of 2nd level or higher, you can from being invisible.
target 1 additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

ENTANGLE SEARING SMITE ANIMAL MESSENGER (RITUAL) [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 bonus action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M 24 hours
minute minute
a morsel of food
Grasping weeds and vines sprout from the The next time you hit a creature with a melee
ground in a 20-foot square starting from a point weapon attack during the spell's duration, your By means of this spell, you use an animal to deliver a
within range. For the duration, these plants turn weapon flares with white-hot intensity, and the message. Choose a Tiny beast you can see within
the ground in the area into difficult terrain. attack deals an extra 1d6 fire damage to the range, such as a squirrel, a blue ray, or a bird. You
A creature in the area when you cast the spell target and causes the target to ignite in flames. specify a location, which you must have visited, and a
must succeed on a Strength saving throw or be At the start of each of its turns until the spell recipient who matches a general description, such as a
restrained by the entangling plants until the spell ends, the target must make a Constitution saving man or woman dressed in the uniform of the town
ends. A creature restrained by the plants can use throw. On a failed save, it takes 1d6 fire damage. guard or a red-haired dwarf wearing a pointed hat.
You also speak a message of up to twenty-five words.
its action to make a Strength check against your On a successful save, the spell ends. If the target The target beast travels for the duration of the spell
spell save DC. On a success, it frees itself. or a creature within 5 feet of it uses an action to towards the specified location, covering about 50
When the spell ends, the conjured plants wilt put out the flames, or if some other effect douses miles per 24 hours for a flying messenger or 25 miles
away. the flames (such as the target being submerged for other animals.
in water), the spell ends. When the messenger arrives, it delivers your message
At Higher Levels: When you cast this spell to the creature that you described, replicating the
using a spell slot of 2nd level or higher, the initial sound of your voice. The messenger speaks only to a
extra damage dealt by the attack increases by creature matching the description you gave. If the
1d6 for each slot above the 1st. 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 or

Ranger (TCE) 1st level Conjuration Ranger (TCE) 1st level Evocation Ranger 2nd level Enchantment

ANIMAL MESSENGER (RITUAL) [2/2] BARKSKIN BEAST SENSE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 1 S Concentration, up to 1
hour hour
a morsel of food
a handful of oak bark You touch a willing beast. For the duration of the
higher, the duration of the spell increases by 48 spell, you can use your action to see through the
hours for each slot level above 2nd. You touch a willing creature. Until the spell ends, beast's eyes and hear what it hears, and continue
the target's skin has a rough, bark-like to do so until you use your action to return to
appearance, and the target's AC can't be less your normal senses.
than 16, regardless of what kind of armor it is
wearing.

Ranger 2nd level Enchantment Ranger 2nd level Transmutation Ranger 2nd level Divination
Ranger 2nd level Transmutation Ranger 2nd level Transmutation Ranger 2nd level Divination
CORDON OF ARROWS DARKVISION FIND TRAPS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M 8 hours V, S Instantaneous
four or more arrows or bolts either a pinch of dried carrot or an agate You sense the presence of any trap within range
that is within line of sight. A trap, for the purpose
You plant four pieces of nonmagical ammunition You touch a willing creature to grant it the ability of this spell, includes anything that would inflict
- arrows or crossbow bolts - in the ground within to see in the dark. For the duration, that creature a sudden or unexpected effect you consider
range and lay magic upon them to protect an has darkvision out to a range of 60 feet. harmful or undesirable, which was specifically
area. Until the spell ends, whenever a creature intended as such by its creator. Thus, the spell
other than you comes within 30 feet of the would sense an area affected by the alarm spell, a
ammunition for the first time on a turn or ends glyph of warding, or a mechanical pit trap, but it
its turn there, one piece of ammunition flies up would not reveal a natural weakness in the floor,
to strike it. The creature must succeed on a an unstable ceiling, or a hidden sinkhole.
Dexterity saving throw or take 1d6 piercing This spell merely reveals that a trap is present.
damage. The piece of ammunition is then You don't learn the location of each trap, but you
destroyed. The spell ends when no ammunition do learn the general nature of the danger posed
remains. by a trap you sense.
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.

LESSER RESTORATION LOCATE ANIMALS OR PLANTS (RITUAL) LOCATE OBJECT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
You touch a creature and can end either one a bit of fur from a bloodhound
disease or one condition afflicting it. The a forked twig
condition can be blinded, deafened, paralyzed, or Describe or name a specific kind of beast or
poisoned. plant. Concentrating on the voice of nature in Describe or name an object that is familiar to
your surroundings, you learn the direction and you. You sense the direction to the object's
distance to the closest creature or plant of that location, as long as that object is within 1,000
kind within 5 miles, if any are present. 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 Abjuration Ranger 2nd level Divination Ranger 2nd level Divination

MISTY STEP PASS WITHOUT TRACE PROTECTION FROM POISON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S 1 hour
hour
Briefly surrounded by silvery mist, you teleport You touch a creature. If it is poisoned, you
up to 30 feet to an unoccupied space that you ashes from a burned leaf of mistletoe and a sprig of neutralize the poison. If more than one poison
can see. spruce afflicts the target, you neutralize on poison that
you know is present, or you neutralize one at
A veil of shadows and silence radiates from you, random.
masking you and your companions from For the duration, the target has advantage on
detection. For the duration, each creature you saving throws against being poisoned, and it has
choose within 30 feet of you (including you) has resistance to poison damage.
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 (Horizon Walker) 2nd level Conjuration Ranger 2nd level Abjuration Ranger 2nd level Abjuration
Ranger (Gloom Stalker) 2nd level Transmutation Ranger 2nd level Illusion Ranger 2nd level Transmutation
ROPE TRICK SILENCE (RITUAL) SPIKE GROWTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
powdered corn extract and a twisted loop of
parchment For the duration, no sound can be created within seven sharp thorns or seven small twigs, each
or pass through a 20-foot-radius sphere sharpened to a point
You touch a length of rope that is up to 60 feet centered on a point you choose within range.
long. One end of the rope then rises into the air Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a
until the whole rope hangs perpendicular to the is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes
ground. At the upper end of the rope, an invisible deafened while entirely inside it. Casting a spell and thorns. The area becomes difficult terrain
entrance opens to an extradimensional space that includes a verbal component is impossible for the duration. When a creature moves into or
that lasts until the spell ends. there. within the area, it takes 2d4 piercing damage for
The extradimensional space can be reached by every 5 feet it travels.
climbing to the top of the rope. The space can The transformation of the ground is
hold as many as eight Medium or smaller camouflaged to look natural. Any creature that
creatures. The rope can be pulled into the space, can't see the area at the time the spell is case
making the rope disappear from view outside the must make a Wisdom (Perception) check against
space. your spell save DC to recognize the terrain as
Attacks and spells can't cross through the hazardous before entering it.
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.

SUMMON BEAST ZONE OF TRUTH MISTY STEP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 60 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S 10 minutes V Instantaneous
hour
You create a magical zone that guards against Briefly surrounded by silvery mist, you teleport
a feather, tuft of fur, and fish tail inside a gilded deception in a 15-foot-radius sphere centered up to 30 feet to an unoccupied space that you
acorn worth at least 200 gp on a point of your choice within range. Until the can see.
spell ends, a creature that enters the spell's area
You call forth a bestial spirit. It manifests in an for the first time on a turn or starts its turn there
unoccupied space that you can see within range. This must make a Charisma saving throw. On a failed
corporeal form uses the Bestial Spirit stat block. When save, a creature can't speak a deliberate lie while
you cast the spell, choose an environment: Air, Land, in the radius. You know whether each creature
or Water. The creature resembles an animal of your succeeds or fails on its saving throw.
choice that is native to the chosen environment, which
determines certain traits in its stat block. The creature An affected creature is aware of the spell and
disappears when it drops to 0 hit points or when the can thus avoid answering questions to which it
spell ends. would normally respond with a lie. Such
The creature is an ally to you and your companions. In creatures can be evasive in its answers as long as
combat, the creature shares your initiative count, but it remains within the boundaries of the truth.
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 Ranger 2nd level Enchantment Ranger (Fey Wanderer) 2nd level Conjuration

WEB AID ENHANCE ABILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 8 hours V, S, M Concentration, up to 1
hour hour
a tiny strip of white cloth
a bit of spider web fur or a feather from a beast
Your spell bolsters your allies with toughness
You conjure a mass of thick, sticky webbing at a point and resolve. Choose up to three creatures within You touch a creature and bestow upon it a magical
of your choice within range. The webs fill a 20-foot range. Each target's hit point maximum and enhancement. Choose one of the following effects -
cube from that point for the duration. The webs are current hit points increase by 5 for the duration. the target gains the effect until the spell ends.
difficult terrain and lightly obscure their area. At Higher Levels: When you cast this spell Bear's Endurance: The target has advantage on
If the webs aren't anchored between two solid masses using a spell slot of 3rd level or higher, a target's Constitution checks. It also gains 2d6 temporary hit
(such as walls or trees) or layered across a floor, wall, hit points increase by an additional 5 for each points, which are lost when the spell ends.
or ceiling, the conjured web collapses on itself, and the slot level above 2nd. Bull's Strength: The target has advantage on
spell ends at the start of your next turn. Webs layered Strength checks, and his or her carrying capacity
over a flat surface have a depth of 5 feet. doubles.
Each creature that starts its turn in the webs or that Cat's Grace: The target has advantage on Dexterity
enters them during its turn must make a Dexterity checks. It also doesn't take damage from falling 20
saving throw. On a failed save, the creature is feet or less if it isn't incapacitated.
restrained as long as it remains in the webs or until it Eagle's Splendor: The target has advantage on
breaks free. Charisma checks.
A creature restrained by the webs can use its actions Fox's Cunning: The target has advantage on
to make a Strength check against your spell save DC. If Intelligence checks.
it succeeds, it is no longer restrained. Owl's Wisdom: The target has advantage on
The webs are flammable. Any 5-foot cube of webs Wisdom checks.
exposed to fire burns away in 1 round, dealing 2d4 fire At Higher Levels: When you cast this spell using a
damage to any creature that starts its turn in the fire.
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Ranger (Swarmkeeper) 2nd level Conjuration Ranger (TCE) 2nd level Abjuration Ranger (TCE) 2nd level Transmutation
GUST OF WIND MAGIC WEAPON CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 bonus action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute hour hour
a legume seed You touch a nonmagical weapon. Until the spell You summon fey spirits that take the form of beasts
ends, that weapon becomes a magic weapon and appear in unoccupied spaces that you can see
A line of strong wind 60 feet long and 10 feet with a +1 bonus to attack rolls and damage rolls. within range. Choose one of the following options for
wide blasts from you in a direction you choose At Higher Levels: When you cast this spell what appears.
for the spell's duration. Each creature that starts using a spell slot of 4th level or higher, the bonus • One beast of challenge rating 2 or lower
its turn in the line must succeed on a Strength increases to +2. When you use a spell slot of 6th • Two beasts of challenge rating 1 or lower
saving throw or be pushed 15 feet away from level or higher, the bonus increases to +3. • Four beasts of challenge rating 1/2 or lower
you in a direction following the line. • Eight beasts of challenge rating 1/4 or lower
Any creature in the line must spend 2 feet of Each beast is also considered fey, and it disappears
movement for every 1 foot it moves when when it drops to 0 hit points or when the spell ends.
moving closer to you. The summoned creatures are friendly to you and your
The gust disperses gas or vapor, and it companions. Roll initiative for the summoned
extinguishes candles, torches, and similar creatures as a group, which has its own turns. They
obey any verbal commands that you issue to them (no
unprotected flames in the area. It causes action required by you). If you don't issue any
protected flames, such as those of lanterns, to commands to them, they defend themselves from
dance wildly and has a 50 percent chance to hostile creatures, but otherwise take no actions. The
extinguish them. DM has the creatures' statistics.
As a bonus action on each of your turns before At Higher Levels: When you cast this spell using
the spell ends, you can change the direction in certain higher-level spell slots, you choose one of the
which the line blasts from you. 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 (TCE) 2nd level Evocation Ranger (TCE) 2nd level Transmutation Ranger 3rd level Conjuration

CONJURE BARRAGE DAYLIGHT FEAR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 60 feet 1 action Self (30-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 hour V, S, M Concentration, up to 1
minute
one piece of ammunition or a thrown weapon A 60-foot-radius sphere of light spreads out
from a point you choose within range. The a white feather or the heart of a hen
You throw a nonmagical weapon or fire a piece sphere is bright light and sheds dim light for an
of nonmagical ammunition into the air to create additional 60 feet. You project a phantasmal image of a creature's
a cone of identical weapons that shoot forward If you chose a point on an object you are holding worst fears. Each creature in a 30-foot cone
and then disappear. Each creature in a 60-foot or one that isn't being worn or carried, the light must succeed on a Wisdom saving throw or drop
cone must succeed on a Dexterity saving throw. shines from the object with and moves with it. whatever it is holding and become frightened for
A creature takes 3d8 damage on a failed save, or Completely covering the affected object with an the duration.
half as much damage on a successful one. The opaque object, such as a bowl or a helm, blocks While frightened by this spell, a creature must
damage type is the same as that of the weapon the light. take the Dash action and move away from you by
or ammunition used as a component. If any of this spell's area overlaps with an area of the safest available route on each of its turns,
darkness created by a spell of or lower, the spell unless there is nowhere to move. If the creature
that created the darkness is dispelled. 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 3rd level Conjuration Ranger 3rd level Evocation Ranger (Gloom Stalker) 3rd level Illusion

FLAME ARROWS HASTE LIGHTNING ARROW


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour minute minute
You touch a quiver containing arrows or bolts. a shaving of licorice root The next time you make a ranged weapon attack
When a target is hit by a ranged weapon attack during the spell's duration, the weapon's
using a piece of ammunition drawn from the Choose a willing creature that you can see within ammunition, or the weapon itself if it's a thrown
quiver, the target takes an extra 1d6 fire damage. range. Until the spell ends, the target's speed is weapon, transforms into a bolt of lightning.
The spell's magic ends on the piece of doubled, it gains a +2 bonus to AC, it has Make the attack roll as normal. The target takes
ammunition when it hits or misses, and the spell advantage on Dexterity saving throws, and it 4d8 lightning damage on a hit, or half as much
ends when twelve pieces of ammunition have gains an additional action on each of its turns. damage on a miss, instead of the weapon's
been drawn from the quiver. That action can be used only to take the Attack normal damage.
At Higher Levels: When you cast this spell (one weapon attack only), Dash, Disengage, Whether you hit or miss, each creature within 10
using a spell slot of 4th level or higher, the Hide, or Use an Object action. feet of the target must make a Dexterity saving
number of pieces of ammunition you can affect When the spell ends, the target can't move or throw. Each of these creatures takes 2d8
with this spell increases by two for each slot take actions until after its next turn, as a wave of lightning damage on a failed save, or half as much
level above 3rd. lethargy sweeps over it. 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 (XGE) 3rd level Transmutation Ranger (Horizon Walker) 3rd level Transmutation Ranger 3rd level Transmutation
Ranger (Monster Slayer) 3rd level Abjuration Ranger (Monster Slayer) 3rd level Abjuration Ranger 3rd level Abjuration
MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2] NONDETECTION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V, S, M 8 hours
holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at a pinch of diamond dust worth 25 gp sprinkled over
least 100 gp, which the spell consumes least 100 gp, which the spell consumes the target, which the spell consumes
You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the For the duration, you hide a target that you
magical energy centered on a point on the ground that duration increases by 1 hour for each slot level touch from divination magic. The target can be a
you can see within range. Glowing runes appear above 3rd. willing creature or a place or an object no larger
wherever the cylinder intersects with the floor or than 10 feet in any dimension. The target can't
other surface. be targeted by any divination magic or perceived
Choose one or more of the following types of through magical scrying sensors.
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 you cast this spell

PLANT GROWTH PROTECTION FROM ENERGY SPEAK WITH PLANTS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action or 8 hours 150 feet 1 action Touch 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S 10 minutes
hour
This spell channels vitality into plants within a You imbue plants within 30 feet of you with limited
specific area. There are two possible uses for the For the duration, the willing creature you touch sentience and animation, giving them the ability to
spell, granting either immediate or long-term has resistance to one damage type of your communicate with you and follow your simple
benefits. choice: acid, cold, fire, lightning, or thunder. commands. You can question plants about events in
If you cast this spell using 1 action, choose a the spell's area within the past day, gaining
point within range. All normal plants in a 100- information about creatures that have passed,
foot radius centered on that point become thick weather, and other circumstances.
and overgrown. A creature moving through the You can also turn difficult terrain caused by plant
area must spend 4 feet of movement for every 1 growth (such as thickets and undergrowth) into
ordinary terrain that lasts for the duration. Or you can
foot it moves. turn ordinary terrain where plants are present into
You can exclude one or more areas of any size difficult terrain that lasts for the duration, causing
within the spell's area from being affected. vines and branches to hinder pursuers, for example.
If you cast this spell over 8 hours, you enrich the Plants might be able to perform other tasks on your
land. All plants in a half-mile radius centered on a behalf, at the DM's discretion. The spell doesn't enable
point within range become enriched for 1 year. plants to uproot themselves and move about, but they
The plants yield twice the normal amount of can freely move branches, tendrils, and stalks.
food when harvested. 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 Ranger 3rd level Abjuration Ranger 3rd level Transmutation

SUMMON FEY WATER BREATHING (RITUAL) WATER WALK (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 24 hours V, S, M 1 hour
hour
a short reed or piece of straw a piece of cork
a gilded flower worth at least 300 gp
This spell grants up to ten willing creatures you This spell grants the ability to move across any
You call forth a fey spirit. It manifests in an can see within range the ability to breathe liquid surface - such as water, acid, mud, snow,
unoccupied space that you can see within range. underwater until the spell ends. Affected quicksand, or lava - as if it were harmless solid
This corporeal form uses the Fey Spirit stat creatures also retain their normal mode of ground (creatures crossing molten lava can still
block. When you cast the spell, choose a mood. respiration. take damage from the heat). Up to ten willing
Fuming, Mirthful, or Tricksy. The creature creatures you can see within range gain this
resembles a fey creature of your choice marked ability for the duration.
by the chosen mood, which determines one of If your target a creature submerged in a liquid,
the traits in its stat block. The creature the spell carries the target to the surface of the
disappears when it drops to 0 hit points or when liquid at a rate of 60 feet per round.
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 Ranger 3rd level Transmutation Ranger 3rd level Transmutation
Ranger 3rd level Evocation Ranger (Fey Wanderer) 3rd level Abjuration Ranger (Swarmkeeper) 3rd level Transmutation
WIND WALL DISPEL MAGIC GASEOUS FORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Concentration, up to 1
minute hour
Choose any creature, object, or magical effect
a tiny fan and a feather of exotic origin within range. Any spell of 3rd level or lower on a bit of gauze and a wisp of smoke
the target ends. For each spell of 4th level or
A wall of strong wind rises from the ground at a point higher on the target, make an ability check using You transform a willing creature you touch, along with
you choose within range. You can make the wall up to your spellcasting ability. The DC equals 10 + the everything it's wearing and carrying, into a misty cloud
50 feet long, 15 feet high, and 1 foot thick. You can spell's level. On a successful check, the spell for the duration. The spell ends if the creature drops
shape the wall in any way you choose so long as it to 0 hit points. An incorporeal creature isn't affected.
makes one continuous path along the ground. The wall ends. While in this form, the target's only method of
lasts for the duration. At Higher Levels: When you cast this spell movement is a flying speed of 10 feet. The target can
When the wall appears, each creature within its area using a spell slot of 4th level or higher, you enter and occupy the space of another creature. The
must make a Strength saving throw. A creature takes automatically end the effects of a spell on the target has resistance to nonmagical damage, and it has
3d8 bludgeoning damage on a failed save, or half as target if the spell's level is equal to or less than advantage on Strength, Dexterity, and Constitution
much damage on a successful one. the level of the spell slot you used. saving throws. The target can pass through small
The strong wind keeps fog, smoke, and other gases at holes, narrow openings, and even mere cracks, though
bay. Small or smaller flying creatures or objects can't it treats liquids as though they were solid surfaces.
pass through the wall. Loose, lightweight materials The target can't fall and remains hovering in the air
brought into the wall fly upward. Arrows, bolts, and even when stunned or otherwise incapacitated.
other ordinary projectiles launched at targets behind While in the form of a misty cloud, the target can't talk
the wall are deflected upward and automatically miss. or manipulate objects, and any objects it was carrying
(Boulders hurled by giants or siege engines, and or holding can't be dropped, used, or otherwise
similar projectiles, are unaffected.) Creatures in interacted with. The target can't attack or cast spells.
gaseous form can't pass through it.

ELEMENTAL WEAPON MELD INTO STONE (RITUAL) REVIVIFY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 8 hours V, S, M Instantaneous
hour
You step into a stone object or surface large enough to diamonds worth 300 gp, which the spell consumes
A nonmagical weapon you touch becomes a fully contain your body, melding yourself and all the
magic weapon. Choose one of the following equipment you carry with the stone for the duration. You touch a creature that has died within the last
damage types - acid, cold, fire, lightning, or Using your movement, you step into the stone at a minute. That creature returns to life with 1 hit
thunder. For the duration, the weapon has a +1 point you can touch. Nothing of your presence point. This spell can't return to life a creature
bonus to attack rolls and deals an extra 1d4 remains visible or otherwise detectable by nonmagical that has died of old age, nor can it restore any
damage of the chosen type when it hits. senses. missing body parts.
At Higher Levels: When you cast this spell While merged with the stone, you can't see what
using a spell slot of 5th or 6th level, the bonus to occurs outside it, and any Wisdom (Perception) checks
attack rolls increases to +2 and the extra damage you make to hear sounds outside it are made with
increases to 2d4. When you use a spell slot of disadvantage. You remain aware of the passage of
time and can cast spells on yourself while merged in
7th level or higher, the bonus increases to +3 and the stone. You can use your movement to leave the
the extra damage increases to 3d4. 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 Ranger (TCE) 3rd level Transmutation Ranger (TCE) 3rd level Necromancy

BANISHMENT CONJURE WOODLAND BEINGS [1/2] CONJURE WOODLAND BEINGS [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
an item distasteful to the target one holly berry per creature summoned one holly berry per creature summoned
You attempt to send one creature that you can see You summon fey creatures that appear in unoccupied a 6th-level slot and three times as many with an
within range to another place of existence. The target spaces that you can see within range. Choose one of 8th-level slot.
must succeed on a Charisma saving throw or be the following options for what appears.
banished. • One fey creature of challenge rating 2 or lower
If the target is native to the plane of existence you're • Two fey creatures of challenge rating 1 or lower
on, you banish the target to a harmless demiplane. • Four fey creatures of challenge rating 1/2 or lower
While there, the target is incapacitated. The target • Eight fey creatures of challenge rating 1/4 or lower
remains there until the spell ends, at which point the A summoned creature disappears when it drops to 0
target reappears in the space it left or in the nearest hit points or when the spell ends.
unoccupied space if that space is occupied. The summoned creatures are friendly to you and your
If the target is native to a different plane of existence companions. Roll initiative for the summoned
that the one you're on, the target is banished with a creatures as a group, which have their own turns. They
faint popping noise, returning to its home plane. If the obey any verbal commands that you issue to them (no
spell ends before 1 minute has passed, the target action required by you). If you don't issue any
reappears in the space it left or in the nearest commands to them, they defend themselves from
unoccupied space if that space is occupied. Otherwise, hostile creatures, but otherwise take no actions.
the target doesn't return. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell using
spell slot of 5th level or higher, you can target one certain higher-level spell slots, you choose one of the
additional creature for each slot level above 4th. summoning options above, and more creatures appear
- twice as many with

Ranger (Horizon Walker)(Monster4th level Abjuration


Slayer) Ranger 4th level Conjuration Ranger 4th level Conjuration
Ranger 4th level Abjuration Ranger 4th level Conjuration Ranger (Gloom Stalker) 4th level Illusion
FREEDOM OF MOVEMENT GRASPING VINE GREATER INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute
a leather strap, bound around the arm or a similar
appendage You conjure a vine that sprouts from the ground You or a creature you touch becomes invisible
in an unoccupied space of your choice that you until the spell ends. Anything the target is
You touch a willing creature. For the duration, can see within range. When you cast this spell, wearing or carrying is invisible as long as it is on
the target's movement is unaffected by difficult you can direct the vine to lash out at a creature the target's person.
terrain, and spells and other magical effects can within 30 feet of it that you can see. That
neither reduce the target's speed nor cause the creature must succeed on a Dexterity saving
target to be paralyzed or restrained. throw or be pulled 20 feet directly toward the
The target can also spend 5 feet of movement to vine.
automatically escape from nonmagical Until the spell ends, you can direct the vine to
restraints, such as manacles or a creature that lash out at the same creature or another one as a
has it grappled. Finally, being underwater bonus action on each of your turns.
imposes no penalties on the target's movement
or attacks.

LOCATE CREATURE STONESKIN SUMMON ELEMENTAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour hour
a bit of fur from a bloodhound diamond dust worth 100 gp, which the spell air, a pebble, ash, and water inside a crystal vial
consumes worth at least 400 gp
Describe or name a creature that is familiar to
you. You sense the direction to the creature's This spell turns the flesh of a willing creature you You call forth an elemental spirit. It manifests in an
location, as long as that creature is within 1,000 touch as hard as stone. Until the spell ends, the unoccupied space that you can see within range. This
feet of you. If the creature is moving, you know target has resistance to nonmagical bludgeoning, corporeal form uses the Elemental Spirit stat block.
the direction of its movement. piercing, and slashing damage. When you cast the spell, choose an element: Air, Earth,
The spell can locate a specific creature known to Fire, or Water. The creature resembles a bipedal form
you, or the nearest creature of a specific kind wreathed in the chosen element, which determines
(such as a human or a unicorn), so long as you certain traits in its stat block. The creature disappears
have seen such a creature up close - within 30 when it drops to 0 hit points or when the spell ends.
feet - at least once. If the creature you described The creature is an ally to you and your companions. In
or named is in a different form, such as being combat, the creature shares your initiative count, but
under the effects of a polymorph spell, this spell it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you
doesn't locate the creature. don't issue any, it takes the Dodge action and uses its
This spell can't locate a creature if running water move to avoid danger.
at least 10 feet wide blocks a direct path At Higher Levels: When you cast this spell using a
between you and the creature. spell slot of 5th level or higher, use the higher level
wherever the spell's level appears in the stat block.

Ranger 4th level Divination Ranger 4th level Abjuration Ranger (TCE) 4th-level conjuration

DIMENSION DOOR ARCANE EYE DOMINATE BEAST [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour minute
You teleport yourself from your current location
to any other spot within range. You arrive at a bit of bat fur You attempt to beguile a beast that you can see within
exactly the spot desired. It can be a place you can range. It must succeed on a Wisdom saving throw or
see, one you can visualize, or one you can You create an invisible, magical eye within range be charmed by you for the duration. If you or
describe by stating distance and direction, such that hovers in the air for the duration. creatures that are friendly to you are fighting it, it has
as 200 feet straight downward or upward to the You mentally receive visual information from the advantage on the saving throw.
northwest at a 45-degree angle, 300 feet. eye, which has normal vision and darkvision out While the beast is charmed, you have a telepathic link
You can bring along objects as long as their to 30 feet. The eye can look in every direction. with it as long as the two of you are on the same plane
As an action, you can move the eye up to 30 feet of existence. You can use this telepathic link to issue
weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no
can also bring 1 willing creature of your size or in any direction. There is no limit to how far away
from you the eye can move, but it can't enter action required), which it does its best to obey. You
smaller who is carrying gear up to its carrying can specify a simple and general course of action, such
capacity. The creature must be within 5 feet of another plane of existence. A solid barrier blocks
the eye's movement, but the eye can pass as Attack that creature, Run over there, or Fetch that
you when you cast this spell. object. If the creature completes the order and doesn't
If you would arrive in a place already occupied by through an opening as small as 1 inch in receive further direction from you, it defends and
an object or a creature, you and any creature diameter. preserves itself to the best of its ability.
traveling with you each take 4d6 force damage, You can use your action to take total and precise
and the spell fails to teleport you. 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 saving
throw
Ranger (Fey Wanderer) 4th level Conjuration Ranger (Swarmkeeper) 4th level Divination Ranger (TCE) 4th level Enchantment
Ranger (TCE) 4th level Enchantment Ranger 5th level Divination Ranger 5th level Conjuration
DOMINATE BEAST [2/2] COMMUNE WITH NATURE (RITUAL) CONJURE VOLLEY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Self 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
You briefly become one with nature and gain one piece of ammunition or one thrown weapon
succeeds, the spell ends. knowledge of the surrounding territory. In the
At Higher Levels: When you cast this spell outdoors, the spell gives you knowledge of the You fire a piece of nonmagical ammunition from
with a 5th-level spell slot, the duration is land within 3 miles of you. In caves and other a ranged weapon or throw a nonmagical weapon
concentration, up to 10 minutes. When you use a natural underground settings, the radius is into the air and choose a point within range.
6th-level spell slot, the duration is concentration, limited to 300 feet. The spell doesn't function Hundreds of duplicates of the ammunition or
up to 1 hour. When you use a spell slot of 7th where nature has been replaced by construction, weapon fall in a volley from above and then
level or higher, the duration is concentration, up such as in dungeons and towns. disappear. Each creature in a 40-foot-radius. 20-
to 8 hours. You instantly gain knowledge of up to three facts foot-high cylinder centered on that point must
of your choice about any of the following make a Dexterity saving throw. A creature takes
subjects as they relate to the area: 8d8 damage on a failed save, or half as much
• terrain and bodies of water damage on a successful one. The damage type is
• prevalent plants, minerals, animals, or peoples the same as that of the ammunition or weapon.
• 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.

HOLD MONSTER SEEMING [1/2] SEEMING [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S 8 hours V, S 8 hours
minute
This spell allows you to change the appearance of any (Investigation) check against your spell save DC.
a small, straight piece of iron number of creatures that you can see within range. If it succeeds, it becomes aware that the target is
You give each target you choose a new, illusory disguised.
Choose a creature that you can see within range. appearance. An unwilling target can make a Charisma
The target must succeed on a Wisdom saving saving throw, and if it succeeds, it is unaffected by this
throw or be paralyzed for the duration. This spell spell.
has no effect on undead. At the end of each of its The spell disguises physical appearances as well as
turns, the target can make another Wisdom clothing, armor, weapons, and equipment. You can
saving throw. On a success, the spell ends on the make each creature seem 1 foot shorter or taller and
target. appear thin, fat, or in-between. You can't change a
At Higher Levels: When you cast this spell target's body type, so you must choose a form that has
using a spell slot of 6th level or higher, you can the same basic arrangement of limbs. Otherwise, the
target on additional creature for each slot level extent of the illusion is up to you. The spell lasts for
above 5th. The creatures must be within 30 feet the duration, unless you use your action to dismiss it
of each other when you target them. 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 (Monster Slayer) 5th level Enchantment Ranger (Gloom Stalker) 5th level Illusion Ranger (Gloom Stalker) 5th level Illusion

SWIFT QUIVER TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, M 1 round V, M 1 round
minute
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with
a quiver containing at least one piece of ammunition 50 gp, which the spell consumes 50 gp, which the spell consumes
You transmute your quiver so it produces an As you cast the spell, you draw a 10-foot-diameter minute.
endless supply of nonmagical ammunition, which circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle
seems to leap into your hand when you reach for location to a permanent teleportation circle of your by casting this spell in the same location every
it. choice whose sigil sequence you know and that is on day for one year. You need not use the circle to
On each of your turns until the spell ends, you the same plane of existence as you. A shimmering teleport when you cast the spell in this way.
can use a bonus action to make two attacks with portal opens within the circle you drew and remains
a weapon that uses ammunition from the quiver. open until the end of your next turn. Any creature that
Each time you make such a ranged attack, your enters the portal instantly appears within 5 feet of the
quiver magically replaces the piece of destination circle or in the nearest unoccupied space if
ammunition you used with a similar piece of that space is occupied.
nonmagical ammunition. Any pieces of Many major temples, guilds, and other important
ammunition created by this spell disintegrate places have permanent teleportation circles inscribed
when the spell ends. If the quiver leaves your somewhere within their confines. Each such circle
includes a unique sigil sequence - a string of magical
possession, the spell ends. 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 5th level Transmutation Ranger (Horizon Walker) 5th level Conjuration Ranger (Horizon Walker) 5th level Conjuration
TREE STRIDE MISLEAD INSECT PLAGUE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 S Concentration, up to 1 V, S, M Concentration, up to 10
minute hour minutes
You gain the ability to enter a tree and move You become invisible at the same time that an a few grains of sugar, some kernels of grain, and a
from inside it to inside another tree of the same illusory double of you appears where you are smear of fat
kind within 500 feet. Both trees must be living standing. The double lasts for the duration, but
and at least the same size as you. You must use 5 the invisibility ends if you attack or cast a spell. Swarming, biting locusts fill a 20-foot-radius
feet of movement to enter a tree. You instantly You can use your action to move your illusory sphere centered on a point you choose within
know the location of all other trees of the same double up to twice your speed and make it range. The sphere spreads around corners. The
kind within 500 feet and, as part of the move gesture, speak, and behave in whatever way you sphere remains for the duration, and its area is
used to enter the tree, can either pass into one of choose. lightly obscured. The sphere's area is difficult
those trees or step out of the tree you're in. You You can see through its eyes and hear through its terrain.
appear in a spot of your choice within 5 feet of ears as if you were located where it is. On each When the area appears, each creature in it must
the destination tree, using another 5 feet of of your turns as a bonus action, you can switch make a Constitution saving throw. A creature
movement. If you have no movement left, you from using its senses to using your own, or back takes 4d10 piercing damage on a failed save, or
appear within 5 feet of the tree you entered. again. While you are using its senses, you are half as much damage on a successful one. A
You can use this transportation ability once per blinded and deafened in regard to your own creature must also make this saving throw when
round for the duration. You must end each turn surroundings. it enters the spell's area for the first time on a
outside a tree. 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 5th level Conjuration Ranger (Fey Wanderer) 5th level Illusion Ranger (Swarmkeeper) 5th level Conjuration

GREATER RESTORATION
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S, M Instantaneous
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

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