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Protection

  • casting time Action
  • range 30 feet

  • components V, S, M*
  • duration Concentration, up to 1 minute

*a miniature silvere shield worth 10 gp, which the spell consumes

You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.

Ranger Level 2 Abjuration

Preserve [1/2]

  • casting time Action
  • range 60 feet

  • components V, S, M*
  • duration 24 hours

*some ether

With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form . If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period. Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd . Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic

Ranger Level 2 Abjuration

Preserve [2/2]

  • casting time Action
  • range 60 feet

  • components V, S, M*
  • duration 24 hours

*some ether

(typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.

Ranger Level 2 Abjuration

Dreamwalk

  • casting time Action or Ritual
  • range 30 feet

  • components V, S, M*
  • duration 24 hours

*a tiny dreamcatcher

Choose up to ten willing creatures you can see within range. For the duration, they gain the ability to lucidly dream whenever they sleep. While lucid dreaming, a creature always knows if the dream spell is being used to target it. In addition, when you cast this spell, each creature affected by it can choose to instantly fall asleep, even if that creature has a trait that normally prevents it from being magically put to sleep (such as elves’ Fey Ancestry).

Ranger Level 2 Enchantment

Summon Beast

  • casting time Action
  • range 90 feet

  • components V, S, M*
  • duration Concentration, up to 1 hour

*a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block (Check chapter 7 of the Player's Handbook). When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

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.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Ranger Level 2 Conjuration

Spike Growth

  • casting time Action
  • range 150 feet

  • components V, S, M*
  • duration Concentration, up to 10 minutes

*seven thorns

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Ranger Level 2 Transmutation

Silence

  • casting time Action or Ritual
  • range 120 feet

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Ranger Level 2 Illusion

Protection from Poison

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Ranger Level 2 Abjuration

Pass without Trace

  • casting time Action
  • range Self

  • components V, S, M*
  • duration Concentration, up to 1 hour

*ashes from burned mistletoe

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Ranger Level 2 Abjuration

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Magic Weapon

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Ranger Level 2 Transmutation

Locate Object

  • casting time Action
  • range Self

  • components V, S, M*
  • duration Concentration, up to 10 minutes

*a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 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 if 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 blocks a direct path between you and the object.

Ranger Level 2 Divination

Locate Animals or Plants

  • casting time Action or Ritual
  • range Self

  • components V, S, M*
  • duration Instantaneous

*fur from a bloodhound

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Ranger Level 2 Divination

Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Ranger Level 2 Abjuration

Gust of Wind

  • casting time Action
  • range Self

  • components V, S, M*
  • duration Concentration, up to 1 minute

*a legume seed

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Ranger Level 2 Evocation

Find Traps

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Ranger Level 2 Divination

Enhance Ability

  • casting time Action
  • range Touch

  • components V, S, M*
  • duration Concentration, up to 1 hour

*fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Ranger Level 2 Transmutation

Darkvision

  • casting time Action
  • range Touch

  • components V, S, M*
  • duration 8 hours

*a dried carrot

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Ranger Level 2 Transmutation

Cordon of Arrows

  • casting time Action
  • range Touch

  • components V, S, M*
  • duration 8 hours

*an ornamental braid

You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.

Ranger Level 2 Transmutation

2 2
2 2
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2 2
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2 2
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Beast Sense

  • casting time Action or Ritual
  • range Touch

  • components S
  • duration Concentration, up to 1 hour

You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.

Ranger Level 2 Divination

Barkskin

  • casting time Bonus Action
  • range Touch

  • components V, S, M*
  • duration 1 hour

*a handful of bark

You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

Ranger Level 2 Transmutation

Animal Messenger

  • casting time Action or Ritual
  • range 30 feet

  • components V, S, M*
  • duration 24 hours

*a morsel of food

A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.

Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.

Ranger Level 2 Enchantment

Aid

  • casting time Action
  • range 30 feet

  • components V, S, M*
  • duration 8 hours

*a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Ranger Level 2 Abjuration

Healing Spirit

  • casting time Bonus Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 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 or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Ranger Level 2 Conjuration

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