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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

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

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

Darkvision

  • casting timePassive
  • range60 feet

  • components-
  • duration-

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Half-elf Racial trait

Fey ancestry

  • casting timePassive
  • range-

  • components-
  • duration-

You have advantage on saving throws against being charmed, and magic can’t put you to sleep

Half-elf Racial trait

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