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Ice Arrows

  • casting time 1 action
  • range Touch

  • components V, S
  • duration fiendishly forever, or until used

You touch a quiver containing 6 arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 cold damage. The spell's magic ends on the piece of ammunition when it hits or misses.

This spell was created for you by Professor Shinebright in the Village of Amos after you helped him stop being a sheep. It was further empowered by an impromptu bargain with an unknown infernal entity to stop a demon summoning. Once created, these arrows last until used and more can be made the next day. This spell can be used once and can be used again after a long rest. It cannot be used with other spell slots.

Ranger 3rd level Transmutation

Strike of the Giants

  • casting time An attack roll that hits
  • range Uses ___________

  • components a primal connection
  • duration until the start of your next turn

You have absorbed primeval magic that gives you an echo of the might of giants. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack, you can imbue the attack with an additional effect depending on the benefit you chose:

Fire Strike. The target takes an extra 1d10 fire damage.

Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

The saving throw DC is 15. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fighter Feat for killing a dragon and a giant

Sharpshooter

  • casting time
  • range

  • components
  • duration

General Feat (Prerequisites: Level 4+, Dexterity 13+)
You gain the following benefits.

Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.

Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.

Ranger Feat

Elven Accuracy

  • casting time 1 attack roll
  • range Self

  • components
  • duration

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Ranger Feat

Speak with Plants

  • casting time 1 action
  • range Self (30-foot radius)

  • components V, S
  • duration 10 minutes

You imbue plants within 30 feet of you 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, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Ranger 3rd level Transmutation

Locate Animals or Plants (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

You know this spell and always have it 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.

Ranger 2nd level Divination

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

You know this spell and always have it 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.

Ranger 1st level Divination

Detect Magic (ritual)

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

You know this spell and always have it 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 1st level Divination

Elven Lineage

  • casting time
  • range

  • components
  • duration

You know spells and always have them prepared. You can cast each 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. Wisdom is your spellcasting ability for the spells you cast with this trait.
You know a cantrip from the Wizard spell list. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
Detect Magic, Misty Step

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elf High Elf

Ranger Ranger
Fighter Fighter
Ranger Ranger
Ranger Ranger
Ranger Ranger
Ranger Ranger
Ranger Ranger
Elf Elf
Elf Elf