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Spells

  • casting time Bonus Action
  • range Varies

  • components Varies
  • duration Varies

(Spells you are able to cast as a Bonus Action if you have it prepared) Level 1
Ensnaring Strike
Hail of Thorns
Hunter's Mark
Zephyr Strike

Level 2
Barkskin
Healing Spirit
Magic Weapon
Misty Step

Level 3
Ashardalon's Stride/ Flame Stride
Lightning Arrow

Ranger/ Elf Spells

Second Wind

  • casting time Bonus Action
  • range Self

  • components Stamina to keep going
  • duration Instantaneous

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain all expended uses when you finish a Short or Long Rest.

Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Fighter Feature Self Healing

Nature’s Veil

  • casting time Bonus Action
  • range Self

  • components a prayer...
  • duration Until the end of your next turn

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Attacks made while Invisible are made at advantage.

Ranger Feature Fey Illusion Magic

Misty Step

  • casting time Bonus Action
  • range self

  • components V
  • duration Instantaneous

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

You know Misty Step and always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Elf Spell/ Feature Level 2 Conjuration

Hunter’s Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
You always have the Hunter’s Mark spell prepared. You can cast it 4 times without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When cast in this way, it does not require concentration but lasts 1 minute.

Ranger Spell/ Feature Level 1 Divination

Spells Spells
Fighter 1 Fighter 1
Ranger 10 Ranger 10
Elf 5 Elf 5
Ranger 1 Ranger 1