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Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder dmg
  • range Self

  • components S
  • duration 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering dmg type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 dmg of the triggering type, and the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the extra dmg by 1d6 for each slot level above 1st.

Ranger 1st-level abjuration

Mage Hand

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 minute

A spectral, 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 ft 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, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 ft each time you use it.
‎ ‎ The hand can't attack, activate magical items, or carry more than 10 pounds.

Ranger conjuration cantrip

Alarm (ritual)

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-ft cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
‎ ‎ A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
‎ ‎ An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.

Ranger 1st-level abjuration

Animal Friendship

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 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 INT is 4 or higher, the spell fails. Otherwise, the beast must succeed on a WIS save or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a 2nd+ level spell slot, you can affect one additional beast for each slot level above 1st.

Ranger 1st-level enchantment

Beast Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 10 minutes

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's INT is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains adv on attack rolls against any creature within 5 ft of you that you can see.

Ranger 1st-level divination

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

You attempt to charm a humanoid you can see within range. It must make a WIS save, and does so with adv if you or your companions are fighting it. If it fails the save, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.

Ranger 1st-level enchantment

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.

Ranger 1st-level evocation

Detect Magic (ritual)

  • casting time 1 action
  • range Self

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

For the duration, you sense the presence of magic within 30 ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
‎ ‎ The spell can penetrate most barriers, but is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Ranger 1st-level divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft of you. You also identify the kind of poison, poisonous creature, or disease in each case.
‎ ‎ The spell can penetrate most barriers, but is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Ranger 1st-level divination

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Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 ft shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
‎ ‎ The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
‎ ‎ To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an INT (Investigation) check against your spell save DC.

Ranger 1st-level illusion

Ensnaring Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration ©, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR save or be restrained by the magical vines until the spell ends. A Large or larger creature has adv on this save. If the target succeeds on the save, the vines shrivel away.
‎ ‎ While restrained by this spell, the target takes 1d6 piercing dmg 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 STR check against your spell save DC. On a success, the target is freed.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.

Ranger 1st-level conjuration

Entangle

  • casting time 1 action
  • range 90 ft

  • components V, S
  • duration ©, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-ft square starting from a point within range. For the duration, 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 STR save or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a STR check against your spell save DC. On a success, it frees itself.
‎ ‎ When the spell ends, the conjured plants wilt away.

Ranger 1st-level conjuration

Faerie Fire

  • casting time 1 action
  • range 60 ft

  • components V
  • duration ©, up to 1 minute

Each object in a 20-ft cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DEX save. For the duration, objects and affected creatures shed dim light in a 10-ft radius.
‎ ‎ Any attack roll against an affected creature or object has adv if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Ranger 1st-level evocation

Fog Cloud

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 hour

You create a 20-ft-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the radius of the fog increases by 20 ft for each slot level above 1st.

Ranger 1st-level conjuration

Goodberry

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
‎ ‎ The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Ranger 1st-level transmutation

Hail of Thorns

  • casting time 1 bonus action
  • range Self

  • components V
  • duration ©, 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 ft of it must make a DEX save. A creature takes 1d10 piercing dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d10 for each slot level above 1st (to a maximum of 6d10).

Ranger 1st-level conjuration

Hunter's Mark

  • casting time 1 bonus action
  • range 90 ft

  • components V
  • duration ©, 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 dmg to the target whenever you hit it with a weapon attack, and you have adv on any WIS (Perception) or WIS (Survival) check you make to find it. If the target drops to 0 HP 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 © on the spell for up to 8 hours. When you use a spell slot of 5th+ level, you can maintain your © on the spell for up to 24 hours.

Ranger 1st-level divination

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Ranger 1st-level transmutation

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Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 ft until the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.

Ranger 1st-level transmutation

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
‎ ‎ The protection grants several benefits. Creatures of those types have disadv on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has adv on any new save against the relevant effect.

Ranger 1st-level abjuration

Searing Smite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration ©, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a CON save. On a failed save, it takes 1d6 fire dmg. On a successful save, the spell ends. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the initial extra dmg dealt by the attack increases by 1d6 for each slot level above the 1st.

Ranger 1st-level evocation

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 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, 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.

Ranger 1st-level divination

Zephyr Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration ©, up to 1 minute

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 adv on one weapon attack roll on your turn. That attack deals an extra 1d8 force dmg on a hit. Whether you hit or miss, your walking speed increases by 30 ft until the end of that turn.

Ranger 1st-level transmutation

Aid

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current HP increase by 5 for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, a target's HP increase by an additional 5 for each slot level above 2nd.

Ranger 2nd-level abjuration

Animal Messenger (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 hours

a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
‎ ‎ When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
‎ ‎ At Higher Levels. If you cast this spell using a spell slot of 3rd+ level, the duration of the spell increases by 48 hours for each slot level above 2nd.

Ranger 2nd-level enchantment

Barkskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

a handful of oak bark

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Ranger 2nd-level transmutation

Beast Sense (ritual)

  • casting time 1 action
  • range Touch

  • components S
  • duration ©, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Ranger 2nd-level divination

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Cordon of Arrows

  • casting time 1 action
  • range 5 ft

  • components V, S, M
  • duration 8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 ft 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 DEX save or take 1d6 piercing dmg. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
‎ ‎ When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd-level transmutation

Darkvision

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 ft.

Ranger 2nd-level transmutation

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
‎ ‎ Bear's Endurance. The target has adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
‎ ‎ Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
‎ ‎ Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
‎ ‎ Eagle's Splendor. The target has adv on CHA checks.
‎ ‎ Fox's Cunning. The target has adv on INT checks.
‎ ‎ Owl's WIS. The target has adv on WIS checks.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target one additional creature for each slot level above 2nd.

Ranger 2nd-level transmutation

Find Traps

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
‎ ‎ This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Ranger 2nd-level divination

Gust of Wind

  • casting time 1 action
  • range Self (60-ft line)

  • components V, S, M
  • duration ©, up to 1 minute

a legume seed

A line of strong wind 60 ft long and 10 ft wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a STR save or be pushed 15 ft away from you in a direction following the line.
‎ ‎ Any creature in the line must spend 2 ft of movement for every 1 ft it moves when moving closer to you.
‎ ‎ The gust disperses gas or vapor, and it extinguishes candles, torches, 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 each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Ranger 2nd-level evocation

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Ranger 2nd-level abjuration

Locate Animals or Plants (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Ranger 2nd-level divination

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, 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, as long as that object is within 1,000 ft 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, as long as you have seen it up close - within 30 ft - 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, even a thin sheet, blocks a direct path between you and the object.

Ranger 2nd-level divination

Magic Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration ©, up to 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 dmg rolls.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the bonus increases to +2. When you use a spell slot of 6th+ level, the bonus increases to +3.

Ranger 2nd-level transmutation

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Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 ft to an unoccupied space that you can see.

Ranger 2nd-level conjuration

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 ft to an unoccupied space that you can see.

Ranger 2nd-level conjuration

Pass Without Trace

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

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 ft of you (including you) has a +10 bonus to DEX (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.

Ranger 2nd-level abjuration

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
‎ ‎ For the duration, the target has adv on saves against being poisoned, and it has resistance to poison dmg.

Ranger 2nd-level abjuration

Rope Trick

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 ft long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
‎ ‎ The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
‎ ‎ Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-ft-by-5-ft window centered on the rope.
‎ ‎ Anything inside the extradimensional space drops out when the spell ends.

Ranger 2nd-level transmutation

Silence (ritual)

  • casting time 1 action
  • range 120 ft

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

For the duration, no sound can be created within or pass through a 20-ft-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder dmg, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Ranger 2nd-level illusion

Spike Growth

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration ©, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-ft 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, it takes 2d4 piercing dmg for every 5 ft 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 WIS (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Ranger 2nd-level transmutation

Summon Beast

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. 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 traits in its stat block. The creature disappears when it drops to 0 HP or when the spell ends.
‎ ‎The creature is an ally to you and your companions. 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 action and uses its move to avoid danger.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, use the higher level where the spell's level appears in the stat block.

Ranger 2nd-level conjuration

Web

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-ft 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, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft.
‎ ‎ Each creature that starts its turn in the webs or that enters them during its turn must make a DEX save. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
‎ ‎ A creature restrained by the webs can use its actions to make a STR check against your spell save DC. If it succeeds, it is no longer restrained.
‎ ‎ The webs are flammable. Any 5-ft cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire dmg to any creature that starts its turn in the fire.

Ranger 2nd-level conjuration

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Zone of Truth

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-ft-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a CHA save. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its save.
‎ ‎ An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Ranger 2nd-level enchantment

Ashardalon's Stride

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, up to 1 minute

The billowing flames of a dragon blast from your ft, granting you explosive speed. For the duration, your speed increases by 20 ft and moving doesn't provoke opportunity attacks.
‎ ‎When you move within 5 ft of a creature or an object that isn't being worn or carried, it takes 1d6 fire dmg from your trail of heat. A creature or object can take this dmg only once during a turn.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, increase your speed by 5 ft for each spell slot level above 3rd. The spell deals an additional 1d6 fire dmg for each slot level above 3rd.

Ranger 3rd-level transmutation

Conjure Animals

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
‎ ‎ • One beast of challenge rating 2 or lower
‎ ‎ • Two beasts of challenge rating 1 or lower
‎ ‎ • Four beasts of challenge rating 1/2 or lower
‎ ‎ • Eight beasts of challenge rating 1/4 or lower
‎ ‎ Each beast is also considered fey, and it disappears when it drops to 0 HP or when the spell ends.
‎ ‎ The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
‎ ‎ At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Ranger 3rd-level conjuration

Conjure Barrage

  • casting time 1 action
  • range Self (60-ft cone)

  • components V, S, M
  • duration Instantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-ft cone must succeed on a DEX save. A creature takes 3d8 dmg on a failed save, or half as much dmg on a successful one. The dmg type is the same as that of the weapon or ammunition used as a component.

Ranger 3rd-level conjuration

Daylight

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 1 hour

A 60-ft-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 ft.
‎ ‎ If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
‎ ‎ If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Ranger 3rd-level evocation

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th+ level on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Ranger 3rd-level abjuration

Elemental Weapon

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following dmg types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 dmg of the chosen type when it hits.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra dmg increases to 2d4. When you use a spell slot of 7th+ level, the bonus increases to +3 and the extra dmg increases to 3d4.

Ranger 3rd-level transmutation

Fear

  • casting time 1 action
  • range Self (30-ft cone)

  • components V, S, M
  • duration ©, up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
‎ ‎ While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS save. On a successful save, the spell ends for that creature.

Ranger 3rd-level illusion

Flame Arrows

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire dmg. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Ranger 3rd-level transmutation

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Gaseous Form

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 HP. An incorporeal creature isn't affected.
‎ ‎ While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical dmg, and it has adv on STR, DEX, and CON saves. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
‎ ‎ While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Ranger 3rd-level transmutation

Haste

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has adv on DEX saves, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
‎ ‎ When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Ranger 3rd-level transmutation

Lightning Arrow

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning dmg on a hit, or half as much dmg on a miss, instead of the weapon's normal dmg.
‎ ‎ Whether you hit or miss, each creature within 10 ft of the target must make a DEX save. Each of these creatures takes 2d8 lightning dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ The piece of ammunition or weapon then returns to its normal form.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the dmg for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger 3rd-level transmutation

Magic Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-ft-radius, 20-ft-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
‎ ‎ Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
‎ ‎ • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
‎ ‎ • The creature has disadv on attack rolls against targets within the cylinder.
‎ ‎ • Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level

Ranger 3rd-level abjuration

Magic Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

increases the duration by 1 hour for each slot level above 3rd.

Ranger 3rd-level abjuration

Meld into Stone (ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
‎ ‎ While merged with the stone, you can't see what occurs outside it, and any WIS (Perception) checks you make to hear sounds outside it are made with disadv. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
‎ ‎ Minor physical dmg to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning dmg to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning dmg to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Ranger 3rd-level transmutation

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Ranger 3rd-level abjuration

Plant Growth

  • casting time 1 action or 8 hours
  • range 150 ft

  • components V, S
  • duration Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
‎ ‎ If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-ft radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 ft of movement for every 1 ft it moves.
‎ ‎ You can exclude one or more areas of any size within the spell's area from being affected.
‎ ‎ If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Ranger 3rd-level transmutation

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 hour

For the duration, the willing creature you touch has resistance to one dmg type of your choice: acid, cold, fire, lightning, or thunder.

Ranger 3rd-level abjuration

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Revivify

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Ranger 3rd-level necromancy

Speak with Plants

  • casting time 1 action
  • range Self (30-ft radius)

  • components V, S
  • duration 10 minutes

You imbue plants within 30 ft of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
‎ ‎ You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
‎ ‎ Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
‎ ‎ If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
‎ ‎ This spell can cause the plants created by the entangle spell to release a restrained creature.

Ranger 3rd-level transmutation

Summon Fey

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 HP or when the spell ends.
‎ ‎The creature is an ally to you and your companions. 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 action and uses its move to avoid danger.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, use the higher level wherever the spell's level appears in the stat block.

Ranger 3rd-level conjuration

Water Breathing (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Ranger 3rd-level transmutation

Water Walk (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take dmg from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
‎ ‎ If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft per round.

Ranger 3rd-level transmutation

Wind Wall

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 ft long, 15 ft high, and 1 ft thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
‎ ‎ When the wall appears, each creature within its area must make a STR save. A creature takes 3d8 bludgeoning dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Ranger 3rd-level evocation

Corrupted Cure

  • casting time 1 bonus action
  • range 90 feet

  • components V, M
  • duration Instantaneous

a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.

Ranger 1st-level contaminated evocation

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