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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Ranger (Swarmkeeper)

Ranger floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time 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
  • range the vines shrivel away.
    While restrained by this spell

  • components 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
  • duration 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

Ranger a writhing mass of thorny vines appears at the point of impact

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time 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
  • range 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

  • components and the affected creature or object can't benefit from being invisible. ;Ranger (Swarmkeeper)
  • duration

Ranger green

S;Concentration

  • casting time 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
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Ranger (TCE)
  • duration

Ranger 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

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range 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

  • components 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
  • duration

Ranger M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

Ranger M;Concentration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V