Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Aid

  • casting timeAction
  • range30 feet (6 sah)

  • componentsV, S, M
  • duration8 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(2024) Level 2 Abjuration

Animal Messenger 1/2

  • casting timeAction or Ritual
  • range30 feet (6 sah)

  • componentsV, S, M
  • duration24 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.

Ranger(2024) Level 2 Enchantment

Animal Messenger 2/2

  • casting timeAction or Ritual
  • range30 feet (6 sah)

  • componentsV, S, M
  • duration24 hours


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 SlotThe spell's duration increases by 48 hours for each spell slot level above 2.

Ranger(2024) Level 2 Enchantment

Barkskin

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 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(2024) Level 2 Transmutation

Beast Sense

  • casting timeAction or Ritual
  • rangeTouch

  • componentsS
  • durationConcentration, 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(2024) Level 2 Divination

Cordon of Arrows 1/2

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 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.

Ranger(2024) Level 2 Transmutation

Cordon of Arrows 2/2

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours


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(2024) Level 2 Transmutation

Darkvision

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a dried carrot


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

Ranger(2024) Level 2 Transmutation

Enhance Ability

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, 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(2024) Level 2 Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Find Traps

  • casting timeAction
  • range120 feet (24 sah)

  • componentsV, S
  • durationInstantaneous


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(2024) Level 2 Divination

Gust of Wind

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, 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(2024) Level 2 Evocation

Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous


You touch a creature and end one condition on it:

Blinded, Deafened, Paralyzed, or Poisoned.

Ranger(2024) Level 2 Abjuration

Locate Animals or Plants

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

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(2024) Level 2 Divination

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, 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(2024) Level 2 Divination

Magic Weapon

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • duration1 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(2024) Level 2 Transmutation

Pass without Trace

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, 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(2024) Level 2 Abjuration

Silence

  • casting timeAction or Ritual
  • range120 feet (24 sah)

  • componentsV, S
  • durationConcentration, 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(2024) Level 2 Illusion

Spike Growth

  • casting timeAction
  • range150 feet (30 sah)

  • componentsV, S, M
  • durationConcentration, 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(2024) Level 2 Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Summon Beast 1/2

  • casting timeAction
  • range90 feet (18 sah)

  • componentsV, S, M
  • durationConcentration, 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.

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.

The creature is an ally to you and your allies.

Ranger(2024) Level 2 Conjuration

Summon Beast 2/2

  • casting timeAction
  • range90 feet (18 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 hour


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 movement to avoid danger.

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

Ranger(2024) Level 2 Conjuration

Conjure Animals

  • casting timeAction
  • range60 feet (12 sah)

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range.

The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.

You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.

Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw.

On a failed save, the creature takes 3d10 Slashing damage.
A creature makes this save only once per turn.

Using a Higher-Level Spell Slot
The damage increases by 1d10 for each spell slot level above 3.

Ranger(2024) Level 3 Conjuration

Conjure Barrage

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a Melee or Ranged weapon worth at least 1 CP


You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear.

Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot
The damage increases by 1d8 for each spell slot level above 3.

Ranger(2024) Level 3 Conjuration

Daylight

  • casting timeAction
  • range60 feet (12 sah)

  • componentsV, S
  • duration1 hour


For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere.

The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object.

Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.

If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Ranger(2024) Level 3 Evocation

Dispel Magic

  • casting timeAction
  • range120 feet (24 sah)

  • componentsV, S
  • durationInstantaneous


Choose one creature, object, or magical effect within range.

Any ongoing spell of level 3 or lower on the target ends.

For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability(DC 10 plus that spell's level).

On a successful check, the spell ends.

Using a Higher-Level Spell Slot
You automatically end a spell on the target if the spel's level is equal to or less than the level of the spell slot you use.

Ranger(2024) Level 3 Abjuration

Elemental Weapon

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour


A nonmagical weapon you touch becomes a magic weapon.

Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder.

For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

Using a Higher-Level Spell Slot
If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4.

If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

Ranger(2024) Level 3 Transmutation

Lightning Arrow

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous


As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt.

Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss.

Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.

The weapon or ammunition then returns to its normal form.

Using a Higher-Level Spell Slot
The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.

Ranger(2024) Level 3 Transmutation

Meld into Stone 1/2

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S
  • duration8 hours


You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.

You must touch the stone to do so.

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 Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage.

You remain aware of the passage of time and can cast spells on yourself while merged in the stone.

You can use 5 feet of movement to leave the stone where you entered it, which ends the spell.

Ranger(2024) Level 3 Transmutation

2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Meld into Stone 2/2

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S
  • duration8 hours


You otherwise can't move.

Minor physical damage 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 Force damage to you.

The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you.

If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.

Ranger(2024) Level 3 Transmutation

Nondetection

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a pinch of diamond dust worth 25+ GP, which the spell consumes


For the duration, you hide a target that you touch from Divination spells.

The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension.

The target can't be targeted by any Divination spell or perceived through magical scrying sensors.

Ranger(2024) Level 3 Abjuration

Plant Growth

  • casting timeAction
  • range150 feet (30 sah)

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Overgrowth.
Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown.
A creature moving through that area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.

Enrichment.
All plants in a half-mile radius centered on a point within range become enriched for 365 days.
The plants yield twice the normal amount of food when harvested.
They can benefit from only one Plant Growth per year.

Ranger(2024) Level 3 Transmutation

Protection from Energy

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour


For the duration, the willing creature you touch has Resistance to one damage type of your choice:
Acid, Cold, Fire, Lightning, or Thunder.

Ranger(2024) Level 3 Abjuration

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 300+ GP, which the spell consumes


You touch a creature that has died within the last minute.

That creature revives with 1 Hit Point.

This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

Ranger(2024) Level 3 Necromancy

Speak with Plants

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You imbue plants in an immobile 30-foot Emanation 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.
The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.

If a Plant creature is in the area, you can communicate with it as if you shared a common language.

Ranger(2024) Level 3 Transmutation

Summon Fey

  • casting timeAction
  • range90 feet (18 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 hour

A gilded flower worth 300+ GP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and 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 certain details in its stat block.

The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. 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 movement to avoid danger.

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

Ranger(2024) Level 3 Conjuration

Water Breathing

  • casting timeAction or Ritual
  • range30 feet (6 sah)

  • componentsV, S, M
  • duration24 hours

a short reed


This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends.

Affected creatures also retain their normal mode of respiration.

Ranger(2024) Level 3 Transmutation

Water Walk

  • casting timeAction or Ritual
  • range30 feet (6 sah)

  • componentsV,S,M
  • duration1 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 damage from the heat).

Up to ten willing creatures of your choice within range gain this ability for the duration.

An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Ranger(2024) Level 3 Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Wind Wall 1/2

  • casting timeAction
  • range120 feet (24 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a fan and a feather


A wall of strong wind rises from the ground at a point you choose within range.

You can make the wall up to 50 feet long, 15 feet high, and 1 foot 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 in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay.

Ranger(2024) Level 3 Evocation

Wind Wall 2/2

  • casting timeAction
  • range120 feet (24 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 minute


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 miss automatically.

Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.

Creatures in gaseous form can't pass through it.

Ranger(2024) Level 3 Evocation

Conjure Woodland Beings

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes


You conjure nature spirits that flit around you in a 10-foot Emanation for the duration.

Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw.

The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one.

A creature makes this save only once per turn.

In addition, you can take the Disengage action as a Bonus Action for the spell's duration.

Using a Higher-Level Spell Slot
The damage increases by 1d8 for each spell slot level above 4.

Ranger(2024) Level 4 Conjuration

Dominate Beast 1/2

  • casting timeAction
  • range60 feet (12 sah)

  • componentsV, S
  • durationConcentration, up to 1 minute


One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.

The target has Advantage on the save if you or your allies are fighting it.

Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence.

On your turn, you can use this link to issue commands to the target (no action required), such as 'Attack that creature','Move over there', or 'Fetch that object'.

The target does its best to obey on its turn.

Ranger(2024) Level 4 Enchantment

Dominate Beast 2/2

  • casting timeAction
  • range60 feet (12 sah)

  • componentsV, S
  • durationConcentration, up to 1 minute


If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot
Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).

Ranger(2024) Level 4 Enchantment

Freedom of Movement

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap


You touch a willing creature.

For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions.

The target also has a Swim Speed equal to its Speed.

In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.

Using a Higher-Level Spell Slot
You can target one additional creature for each spell slot level above 4.

Ranger(2024) Level 4 Abjuration

Grasping Vine

  • casting timeBonus Action
  • range60 feet (12 sah)

  • componentsV, S
  • durationConcentration, up to 1 minute


You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range.

The vine lasts for the duration.

Make a melee spell attack against a creature within 30 feet of the vine.

On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine

Ranger(2024) Level 4 Conjuration

Locate Creature

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur from a bloodhound

Describe or name a creature that is familiar to you.
You sense the direction to the creatur's location if that creature is within 1,000 feet of you.

If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close -within 30 feet- at least once.

If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.

Ranger(2024) Level 4 Divination

Stoneskin

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100+ GP, which the spell consumes


Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.

Ranger(2024) Level 4 Transmutation

3 3
3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Summon Elemental 1/2

  • casting timeAction
  • range90 feet (18 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 hour

air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP


You call forth an Elemental spirit.

It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block.

When you cast the spell, choose an element: Air, Earth, Fire, or Water.

The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block.

The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies.

Ranger(2024) Level 4 Conjuration

Summon Elemental 2/2

  • casting timeAction
  • range90 feet (18 sah)

  • componentsV, S, M
  • durationConcentration, up to 1 hour


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 movement to avoid danger.

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

Ranger(2024) Level 4 Conjuration

Commune with Nature

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You commune with nature spirits and gain knowledge of the surrounding area.
In the outdoors, the spell gives you knowledge of the area within 3 miles of you.

In caves and other natural underground settings, the radius is limited to 300 feet.

The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.

Choose three of the following facts - you learn those facts as they pertain to the spell's area:
• Locations of settlements
• Locations of portals to other planes of existence
• Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
• The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
• Locations of bodies of water

Ranger(2024) Level 5 Divination

Conjure Volley

  • casting timeAction
  • range150 feet (30 sah)

  • componentsV, S, M
  • durationInstantaneous

a Melee or Ranged weapon worth at least 1 CP


You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear.

Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw.

A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.

Ranger(2024) Level 5 Conjuration

Greater Restoration

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100+ GP, which the spell consumes


You touch a creature and magically remove one of the following effects from it:

1 Exhaustion level

The Charmed or Petrified condition

A curse, including the target's Attunement to a cursed magic item

Any reduction to one of the target's ability scores

Any reduction to the target's Hit Point maximum

Ranger(2024) Level 5 Abjuration

Steel Wind Strike

  • casting timeAction
  • range30 feet (6 sah)

  • componentsS, M
  • durationInstantaneous

a Melee weapon worth 1+ SP


You flourish the weapon used in the casting and then vanish to strike like the wind.

Choose up to five creatures you can see within range.

Make a melee spell attack against each target.

On a hit, a target takes 6d10 Force damage.

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Ranger(2024) Level 5 Conjuration

Swift Quiver

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a Quiver worth 1+ GP


When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow.

The spell magically creates the ammunition needed for each attack.

Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.

Ranger(2024) Level 5 Transmutation

Tree Stride

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.

Both trees must be living and at least the same size as you.
You must use 5 feet of movement to enter a tree.

You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in.

You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement.
If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability only once on each of your turns.
You must end each turn outside a tree.

Ranger(2024) Level 5 Conjuration

4 4
4 4
5 5
5 5
5 5
5 5
5 5
5 5