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Longbow

  • casting time 1 action
  • range 150 ft (600 ft disadvantage)

  • components +3 to hit
  • duration 1d8+1 dmg

(Martial, Heavy, Range, Two-handed) Weapon Master (Slow):

If you hit a creature with a Longbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Ranger Weapon Attack

Scimitar

  • casting time Action
  • range 5ft

  • components +3 to hit
  • duration 1d6+1 damage

(Martial, Finesse, Light) Weapon Mastery (Nick): When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.

Ranger Weapon Attack

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).

Ranger 1st level Divination

Bless

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Concentration. Up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Ranger (background) 1st level Enchantment

Light

  • casting time Action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Ranger (background) Evocation Cantrip

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration. Up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Ranger (background) Divination Cantrip

Druidcraft

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Elven Lineage Transmutation Cantrip

B B
S S
1 1
1 1
0 0
0 0
0 0