or carry more than 10 pounds.;Ranger (Swarmkeeper)
but is blocked by 1 foot of stone
poisonous creature
the damage increases by 1d6 for each slot level above 1st.;Ranger
the first time you hit with a melee attack on your next turn
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Ranger (XGE)
or if some other effect douses the flames (such as the target being submerged in water)
fat
elementals
which you must have visited
regardless of what kind of armor it is wearing.;Ranger
the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger
or a mechanical pit trap
as long as you have seen it up close - within 30 feet - at least once. Alternatively
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
such as those of lanterns
Land
the conjured web collapses on itself
you choose one of the summoning options above
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level
instead of the weapon's normal damage.
Whether you hit or miss
or thunder.;Ranger
for example.
Plants might be able to perform other tasks on your behalf
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 you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid
or half as much damage on a successful one.
The strong wind keeps fog
which determines one of the traits 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 companions. In combat
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 damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled
the spell ends for that creature.;Ranger (Gloom Stalker)
and it has advantage on Strength
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)
fiends
you choose one of the summoning options above
Run over there
being underwater imposes no penalties on the target's movement or attacks.;Ranger
or the nearest creature of a specific kind (such as a human or a unicorn)
and slashing damage.;Ranger
choose an element: Air
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
the target is banished with a faint popping noise
or peoples
• powerful celestials
the spell ends.;Ranger
ending the effect on itself on a success.
Rocks: As a bonus action on your turn
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.;Ranger (Monster Slayer)
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
you are blinded and deafened in regard to your own surroundings.;Ranger (Fey Wanderer)
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.;Ranger (Horizon Walker)