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S

  • casting time the spell fails. Otherwise
  • range 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

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Ranger

Ranger M;24 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

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

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

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time 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
  • range 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

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger

Ranger you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

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

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

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

Ranger but at minimum

S;1 minute;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast.

  • casting time whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there
  • range you can cause the

  • componentsspirit to restore 1d6 hit points to that creature (no action required). The spirit cant heal constructs or undead.The spirit can heal a number of times equal to
  • duration1 + your spellcasting ability modifier (minimum of twice). After healing that number of times

the spirit disappears.

As a bonus action on your turn Until the spell ends

1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
2;Healing Spirit;2nd LevelConjuration;1 bonus action;60ft./5ft;V;Concentraction 2;Healing Spirit;2nd LevelConjuration;1 bonus action;60ft./5ft;V;Concentraction