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.
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.
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.
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.
At 3rd level, you gain a beast companion that
accompanies you on your adventures and is trained to fight alongside you. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally com m and the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on the region around you.
For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends,and undead.
This feature doesn’t reveal the creatures’
location or number.
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. W hen you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
You choose additional favored terrain types at 6th
and 10th level.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type o f favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orc s) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one
language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
You gain a +2 bonus to attack rolls you make with
ranged weapons.