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Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 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 the spell fails. Otherwise 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 the spell ends.

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

Ranger, 1st level Enchantment

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, 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 Intelligence 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 advantage on attack rolls against any creature within 5 feet of you that you can see.

Ranger (XGE) 1st level Divination

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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.

Ranger,, 1st level Evocation

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

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

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, 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

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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 damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ranger (TCE),, 2nd level Transmutation

Ensnaring Strike

  • casting timeOn hit
  • rangeSelf

  • componentsV, M
  • durationConcentration, up to 1 minute

a weapon worth at least 1 sp

When you hit a creature with a weapon attack, you can cause the point of impact to explode with a writhing mass of thorny vines. The target must succeed on a Strength saving throw or be restrained by the vines until the spell ends. Creatures that are Large or larger have advantage on this saving throw.

The restrained creature takes 1d6 piercing damage at the start of each of its turns. The restrained creature, or another creature within 5 feet, can use its action to make a Strength check against your Spell save DC, freeing it on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage it takes at the start of each turn increases by 1d6 for each slot level above 1st.

Ranger (laserlamma), 1st level Conjuration

Hail of Thorns

  • casting timeOn hit
  • range60 feet

  • componentsV
  • durationInstantaneous

When you hit a creature within range with a ranged weapon attack, you can cause the piece of ammunition to explode into a hail of thorns. In addition to the normal effect of the attack, the target of your attack and each creature within 5 feet must make a Dexterity saving throw. Creatures take 1d10 piercing damage on a failure, or half as much damage on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d10 for each slot level above 1st.

Ranger (laserlamma), 1st level Conjuration

Cordon of Arrows

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • duration8 hours

three or more arrows or bolts

You plant three pieces of ranged weapon ammunition in the ground within range and transmute them to protect the area. The first creature to move within 30 feet of this enchanted ammunition must make a Dexterity saving throw. The target takes 3d6 piercing damage on a failed save, and half as much piercing damage on a successful save.

As part of casting this spell, you can designate any number of creatures you choose, and the spell ignores them.

At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the amount of ammunition that can be transmuted increases by two for each slot level above 2nd. For each additional piece of ammunition you transmute with this spell, the damage increases by 1d6.

Ranger (laserlamma), 2nd level Transmutation

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