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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

Air Bubble

  • casting time Action
  • range 60 Ft

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Ranger Level 2 Conjuration

Zephyr Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, 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 advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Ranger 1st level Transmutation

Snare

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Ranger 1st level Abjuration

Searing Smite

  • casting time Bonus Action
  • range Self

  • components V
  • duration 1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

Ranger Level 1 Evocation

Longstrider

  • casting time 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 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Ranger Level 1 Transmutation

Jump

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper’s hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Ranger, Level 1 Transmutation

Hail of Thorns

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Ranger Level 1 Conjuration

Goodberry

  • casting time Action
  • range Self

  • components V, S, M
  • duration 24 hours

a sprig of mistletoe

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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.
Uneaten berries disappear when the spell ends.

Ranger Level 1 Conjuration

Ranger 2 Ranger 2
Ranger 2 Ranger 2
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger 1 Ranger 1