Ranger Spell List
Ranger Spell List
Ranger Spell List
2nd Level The spell captures some of the incoming energy, lessening its
effect on you and storing it for your next melee attack. You have
Animal Messenger (Ritual) resistance to the triggering damage type until the start of your
Barkskin next turn. Also, the first time you hit with a melee attack on your
Beast Sense (Ritual) next turn, the target takes an extra 1d6 damage of the triggering
Cordon of Arrows type, and the spell ends.
At Higher Levels. When you cast this spell using
Darkvision
a spell slot of 2nd level or higher, the extra damage
Find Traps increases by 1d6 for each slot level above 1st.
Lesser Restoration
Locate Animals or Plants (Ritual) ALARM (RITUAL)
Locate Object 1st level Abjuration
Pass without Trace
Protection from Poison Casting Time: 1 minute
Silence (Ritual) Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver
Spike Growth wire)
Duration: 8 hours
3rd Level
You set an alarm against unwanted intrusion. Choose a door, a
Conjure Animals
window, or an area within range that is no larger than a 20-foot
Conjure Barrage cube. Until the spell ends, an alarm alerts you whenever a tiny or
Daylight larger creature touches or enters the warded area. When you cast
Flame ArrowsEE the spell, you can designate creatures that won't set off the alarm.
Lightning Arrow You also choose whether the alarm is mental or audible. A
mental alarm alerts you with a ping in your mind if you are
Nondetection
within 1 mile of the warded area. This ping awakens you if you
Plant Growth are sleeping. An audible alarm produces the sound of a hand bell
Protection from Energy for 10 seconds within 60 feet.
Speak with Plants
Water Breathing (Ritual) ANIMAL FRIENDSHIP
Water Walk (Ritual) 1st level Enchantment
Wind Wall
Casting Time: 1 action
Range: 30 feet
4th Level Components: V, S, M (a morsel of food)
Conjure Woodland Beings Duration: 24 hours
DETECT POISON AND DISEASE
This spell lets you convince a beast that you mean it no harm. 1st level Divination
Choose a beast that you can see within range. It must see and
hear you. If the beast's Intelligence is 4 or higher, the spell fails. Casting Time: 1 action
Otherwise, the beast must succeed on a Wisdom saving throw or Range: Self
be charmed by you fo rhte spell's duration. If you or one of your Components: V, S, M (a yew leaf)
companions harms the target, the spell ends. Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can affect one additional beast for For the duration, you can sense the presence and location of
each slot level above 1st. poisons, poisonous creatures, and diseases within 30 feet of you.
You also identify the kind of poison, poisonous creature, or
BEAST BONDEE disease in each case. The spell can penetrate most barriers, but is
1st-level divination blocked by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.
Casting Time: 1 action
Range: Touch ENSNARING STRIKE
Components: V, S, M (a bit of fur wrapped in a cloth) 1st level Conjuration
Duration: Concentration, up to 10 minutes
Casting Time: 1 bonus action
You establish a telepathic link with one beast you touch that is Range: Self
friendly to you or charmed by you. The spell fails if the beast’s Components: V
Intelligence is 4 or higher. Until the spell ends, the link is active Duration: Concentration, up to 1 minute
while you and the beast are within line of sight of each other.
Through the link, the beast can understand your telepathic The next time you hit a creature with a weapon attack before this
messages to it, and it can telepathically communicate simple spell ends, a writhing mass of thorny vines appears at the point
emotions and concepts back to you. While the link is active, the of impact, and the target must succeed on a Strength saving
beast gains advantage on attack rolls against any creature within throw or be restrained by the magical vines until the spell ends.
5 feet of you that you can see. A Large or larger creature has advantage on this saving throw. If
the target succeeds on the save, the vines shrivel away. While
CURE WOUNDS restrained by this spell, the target takes 1d6 piercing damage at
1st level Evocation the start of each of its turns. A creature restrained by the vines or
one that can touch the creature can use its action to make a
Casting Time: 1 action Strength check against your spell save DC. On a success, the
Range: Touch target is freed.
Components: V, S At Higher Levels. If you cast this spell using a spell slot of
Duration: Instantaneous 2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
A creature you touch regains a number of hit points equal to 1d8
+ your spellcasting ability modifier. This spell has no effect on FOG CLOUD
undead or constructs. 1st level Conjuration
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the healing increases by 1d8 for each slot Casting Time: 1 action
level above 1st. Range: 120 feet
Components: V, S
DETECT MAGIC (RITUAL) Duration: Concentration, up to 1 hour
1st level Divination
You create a 20-foot-radius sphere of fog centered on a point
Casting Time: 1 action within range. The sphere spreads around corners, and its area is
Range: Self heavily obscured, It lasts for the duration or until a wind of
Components: V, S moderate or greater speed (at least 10 miles per hour) disperses
Duration: Concentration, up to 10 minutes it.
At Higher Levels. When you cast this spell using a spell slot
For the duration, you sense the presence of magic within 30 feet of 2nd level or higher, the radius of the fog increases by 20 feet
of you. If you sense magic in this way, you can use your action for each slot level above 1st.
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. GOODBERRY
The spell can penetrate most barriers, but is blocked by 1 foot of 1st level Transmutation
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt. Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe) LONGSTRIDER
Duration: Instantaneous 1st level Transmutation
Up to ten berries appear in your hand and are infused with magic Casting Time: 1 action
for the duration. A creature can use its action to eat one berry. Range: Touch
Eating a berry restores 1 hit point, and the berry provides enough Components: V, S, M (a pinch of dirt)
nourishment to sustain a creature for one day. The berries lose Duration: 1 hour
their potency if they have not been consumed within 24 hours of
the casting of this spell. You touch a creature. The target's speed increases by 10 feet
until the spell ends.
HAIL OF THORNS At Higher Levels. When you cast this spell using a spell slot
1st level Conjuration of 2nd level or higher, you can target one additional creature for
each slot level above 1st.
Casting Time: 1 bonus action
Range: Self SPEAK WITH ANIMALS (RITUAL)
Components: V 1st level Divination
Duration: Concentration, up to 1 minute
Casting Time: 1 action
The next time you hit a creature with a ranged weapon attack Range: Self
before the spell ends, this spell creates a rain of thorns that Components: V, S
sprouts from your ranged weapon or ammunition. In addition to Duration: 10 minutes
the normal effect of the attack, the target of the attack and each
creature within 5 feet of it must make a Dexterity saving throw. You gain the ability to comprehend and verbally communicate
A creature takes 1d10 piercing damage on a failed save, or half with beasts for the duration. The knowledge and awareness of
as much damage on a successful one. many beasts is limited by their intelligence, but at minimum,
At Higher Levels. If you cast this spell using a spell slot of beasts can give you information about nearby locations and
2nd level or higher, the damage increases by 1d10 for each slot monsters, including whatever they can perceive or have
level above 1st (to a maximum of 6d10). 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.
HUNTER'S MARK
1st level Divination Ranger Spells: 2nd Level
Casting Time: 1 bonus action ANIMAL MESSENGER (RITUAL)
Range: 90 feet 2nd level Enchantment
Components: V
Duration: Concentration, up to 1 hour Casting Time: 1 action
Range: 30 feet
You choose a creature you can see within range and mystically Components: V, S, M (a morsel of food)
mark it as your quarry. Until the spell ends, you deal an extra Duration: 24 hours
1d6 damage to the target whenever you hit it with a weapon
attack, and you have advantage on any Wisdom (Perception) or By means of this spell, you use an animal to deliver a message.
Wisdom (Survival) check you make to find it. If the target drops Choose a Tiny beast you can see within range, such as a squirrel,
to 0 hit points before this spell ends, you can use a bonus action a blue ray, or a bad. You specify a location, which you must
on a subsequent turn of yours to mark a new creature. have visited, and a recipient who matches a general description,
At Higher Levels. When you cast this spell using a spell slot such as a man or woman dressed in the uniform of the town
of 3rd or 4th level, you can maintain your concentration on the guard or a red-haired dwarf wearing a pointed hat. You also
spell for up to 8 hours. When you use a spell slot of 5th level or speak a message of up to twenty-five words. The target beast
higher, you can maintain your concentration on the spell for up travels fo rhte duration of the spell towards the specified
to 24 hours. location, covering about 50 miles per 24 hours for a flying
messenger or 25 miles for other animals. When the messenger
JUMP arrives, it delivers your message to the creature that you
1st level Transmutation described, replicating the sound of your voice. The messenger
speaks only to a creature matching the description you gave. If
Casting Time: 1 action the messenger doesn't reach its destination before the spell ends,
Range: Touch the message is lost, and the beast makes it way back to where
Components: V, S, M (a grasshopper's hind leg) you cast this spell.
Duration: 1 minute At Higher Levels. If you cast this spell using a spell slot of
3rd level or higher, the duration of the spell increases by 48
You touch a creature. The creature's jump distance is tripled hours for each slot level above 2nd.
until the spell ends.
BARKSKIN FIND TRAPS
2nd level Transmutation 2nd level Divination
You touch a willing creature. Until the spellends, the target's You sense the presence of any trap within range that is within
skin has a rough, bark-like appearance, and the target's AC can't line of sight. A trap, for the purpose of this spell, includes
be less than 16, regardless of what kind of armor it is wearing. anything that would inflict a sudden or unexpected effect you
consider harmful or undesirable, which was specifically intended
BEAST SENSE (RITUAL) as such by its creator. Thus, the spell would sense an area
affected by the alarm spell, a glyph of warding, or a mechanical
2nd level Divination
pit trap, but it would not reveal a natural weakness in the floor,
an unstable ceiling, or a hidden sinkhole. This spell merely
Casting Time: 1 action
reveals that a trap is present. You don't learn the location of each
Range: Touch
trap, but you do learn the general nature of the danger posed by a
Components: S
trap you sense.
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can LESSER RESTORATION
use your action to see through the beast's eyes and hear what it 2nd level Abjuration
hears, and continue to do so until you use your action to return to
your normal senses. Casting Time: 1 action
Range: Touch
CORDON OF ARROWS Components: V, S
Duration: Instantaneous
2nd level Transmutation
You touch a creature and can end either one disease or one
Casting Time: 1 action
condition afflicting it. The condition can be blinded, deafened,
Range: 5 feet
paralyzed, or poisoned.
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
LOCATE ANIMALS OR PLANTS (RITUAL)
You plant four pieces of nonmagical ammunition - arrows or 2nd level Divination
crossbow bolts - in the ground within range and lay magic upon
them to protect an area. Until the spell ends, whenever a creature Casting Time: 1 action
other than you comes within 30 feet of the ammunition for the Range: Self
first time on a turn or ends its turn there, one piece of Components: V, S, M (a bit of fur from a bloodhound)
ammunition flies up to strike it. The creature must succeed on a Duration: Instantaneous
Dexterity saving throw or take 1d6 piercing damage. The piece
of ammunition is then destroyed. The spell ends when no Describe or name a specific kind of beast or plant. Concentrating
ammunition remains. When you cast this spell, you can on the voice of nature in your surroundings, you learn the
designate any creatures you choose, and the spell ignores them. direction and distance to the closest creature or plant of that kind
At Higher Levels. When you cast this spell using a spell slot within 5 miles, if any are present.
of 3rd level or higher, the amount of ammunition that can be
affected increases by two for each slot level above 2nd LOCATE OBJECT
2nd level Divination
DARKVISION
2nd level Transmutation Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S, M (a forked twig)
Range: Touch Duration: Concentration, up to 10 minutes
Components: V, S, M (either a pinch of dried carrot or an
agate) Describe or name an object that is familiar to you. You sense the
Duration: 8 hours direction to the object's location, as long as that object is within
1,000 feet of you. If the object is in motion, you know the
You touch a willing creature to grant it the ability to see in the direction of its movement. The spell can locate a specific object
dark. For the duration, that creature has darkvision out to a range known to you, as long as you have seen it up close - within 30
of 60 feet. 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 The ground in a 20-foot radius centered on a point within range
object if any thickness of lead, even a thin sheet, blocks a direct twists and sprouts hard spikes and thorns. The area becomes
path between you and the object. difficult terrain for the duration. When a creature moves into or
within the area, it takes 2d4 piercing damage for every 5 feet it
PASS WITHOUT TRACE travels. The transformation of the ground is camouflaged to look
natural. Any creature that can't see the area at the time the spell
2nd level Abjuration
is case must make a Wisdom (Perception) check against your
spell save DC to recognize the terrain as hazardous before
Casting Time: 1 action
entering it.
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe
and a sprig of spruce) Ranger Spells: 3rd Level
Duration: Concentration, up to 1 hour
CONJURE ANIMALS
A veil of shadows and silence radiates from you, masking you 3rd level Conjuration
and your companions from detection. For the duration, each
creature you choose within 30 feet of you (including you) has a Casting Time: 1 action
+10 bonus to Dexterity (Stealth) checks and can't be tracked Range: 60 feet
except by magical means. A creature that receives this bonus Components: V, S
leaves behind no tracks or other traces of its passage. Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear
PROTECTION FROM POISON in unoccupied spaces that you can see within range. Choose one
2nd level Abjuration of the following options for what appears: ? One beast of
challenge rating 2 or lower ? Two beasts of challenge rating 1 or
Casting Time: 1 action lower ? Four beasts of challenge rating 1/2 or lower ? Eight
Range: Touch beasts of challenge rating 1/4 or lower Each beast is also
Components: V, S considered fey, and it disappears when it drops to 0 hit points or
Duration: 1 hour when the spell ends. The summoned creatures are friendly to you
and your companions. Roll initiative for the summoned creatures
You touch a creature. If it is poisoned, you neutralize the poison. as a group, which has its own turns. They obey any verbal
If more than one poison afflicts the target, you neutralize on commands that you issue to them (no action required by you). If
poison that you know is present, or you neutralize one at you don't issue any commands to them, they defend themselves
random. For the duration, the target has advantage on saving from hostile creatures, but otherwise take no actions. The DM
throws against being poisoned, and it has resistance to poison has the creatures' statistics.
damage. At Higher Levels. When you cast this spell using certain
higher-level spell slots, you choose one of the summoning
SILENCE (RITUAL) options above, and more creatures appear: twice as many with a
2nd level Illusion 5th-level slot, three times as many with a 7th-level slot, and four
times as many with a 9th-level slot.
Casting Time: 1 action
Range: 120 feet CONJURE BARRAGE
Components: V, S 3rd level Conjuration
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
For the duration, no sound can be created within or pass through Range: Self (60-foot cone)
a 20-foot-radius sphere centered on a point you choose within Components: V, S, M (one piece of ammunition or a thrown
range. Any creature or object entirely inside the sphere is weapon)
immune to thunder damage, and creatures are deafened while Duration: Instantaneous
entirely inside it. Casting a spell that includes a verbal
component is impossible there. You throw a nonmagical weapon or fire a piece of nonmagical
ammunition into the air to create a cone of identical weapons
SPIKE GROWTH that shoot forward and then disappear. Each creature in a 60-foot
2nd level Transmutation cone must succeed on a Dexterity saving throw. A creature takes
3d8 damage on a failed save, or half as much damage on a
Casting Time: 1 action successful one. The damage type is the same as that of the
Range: 150 feet weapon or ammunition used as a component.
Components: V, S, M (seven sharp thorns or seven small twigs,
each sharpened to a point) DAYLIGHT
Duration: Concentration, up to 10 minutes 3rd level Evocation
A 60-foot-radius sphere of light spreads out from a point you For the duration, you hide a target that you touch from
choose within range. The sphere is bright light and sheds dim Divination magic. The target can be a willing creature or a place
light for an additional 60 feet. If you chose a point on an object or an object no larger than 10 feet in any dimension. The target
you are holding or one that isn't being worn or carried, the light can't be targeted by any Divination magic or perceived through
shines from the object with and moves with it. Completely magical scrying sensors.
covering the affected object with an opaque object, such as a
bowl or a hel, blocks the light. If any of this spell's area overlaps PLANT GROWTH
with an area of darkness created by a spell of 3rd level or lower,
3rd level Transmutation
the spell that created the darkness is dispelled.
Casting Time: 1 action or 8 hours
FLAME ARROWSEE Range: 150 feet
3rd-level transmutation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: Touch This spell channels vitality into plants within a specific area.
Components: V, S There are two possible uses for the spell, granting either
Duration: Concentration, up to 1 hour immediate or long-term benefits. If you cast this spell using 1
action, choose a point within range. All normal plants in a 100-
You touch a quiver containing arrows or bolts. When a target is foot radius centered on that point become thick and overgrown.
hit by a ranged weapon attack using a piece of ammunition A creature moving through the area must spend 4 feet of
drawn from the quiver, the target takes an extra 1d6 fire damage. movement for every 1 foot it moves. You can exclude one or
The spell’s magic ends on the piece of ammunition when it hits more areas of any size within the spell's area from being
or misses, and the spell ends when twelve pieces of ammunition affected. If you cast this spell over 8 hours, you enrich the land.
have been drawn from the quiver. All plants in a half-mile radius centered on a point within range
At Higher Levels. When you cast this spell using a spell slot become enriched for 1 year. The plants yield twice the normal
of 4th level or higher, the number of pieces of ammunition you amount of food when harvested.
can affect with this spell increases by two for each slot level
above 3rd. PROTECTION FROM ENERGY
3rd level Abjuration
LIGHTNING ARROW
3rd level Transmutation Casting Time: 1 action
Range: Touch
Casting Time: 1 bonus action Components: V, S
Range: Self Duration: Concentration, up to 1 hour
Components: V, S
Duration: Concentration, up to 1 minute For the duration, the willing creature you touch has resistance to
one damage type of your choice: acid, cold, fire, lightning, or
The next time you make a ranged weapon attack during the thunder.
spell's duration, the weapon's ammunition, or the weapon itself if
it's a thrown weapon, transforms into a bolt of lightning. Make SPEAK WITH PLANTS
the attack roll as normal, The target takes 4d8 lightning damage
3rd level Transmutation
on a hit, or half as much damage on a miss, instead of the
weapon's normal damage. Whether you hit or miss, each creature
Casting Time: 1 action
within 10 feet of the target must make a Dexterity saving throw.
Range: Self (30-foot radius)
Each of these creatures takes 2d8 lightning damage on a failed
Components: V, S
save, or half as much damage on a successful one. The piece of
Duration: 10 minutes
ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot
You imbue plants within 30 feet of you with limited sentience
of 4th level or higher, the damage for both effects of the spell
and animation, giving them the ability to communicate with you
increases by 1d8 for each slot level above 3rd.
and follow your simple commands. You can question plants
about events in the spell's area within the past day, gaining
NONDETECTION information about creatures that have passed, weather, and other
3rd level Abjuration circumstances. You can also turn difficult terrain caused by plant
growth (such as thickets and undergrowth) into ordinary terrain
Casting Time: 1 action that lasts for the duration. Or you can turn ordinary terrain where
Range: Touch 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
Ranger Spells: 4th Level
themselves and move about, but they can freely move branches, CONJURE WOODLAND BEINGS
tendrils, and stalks. If a plant creature is in the area, you can 4th level Conjuration
communicate with it as if you shard a common language, but
you gain no magical ability to influence it. This spell can cause Casting Time: 1 action
the plants created by the entangle spell to release a restrained Range: 60 feet
creature. Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
WATER BREATHING (RITUAL)
3rd level Transmutation You summon fey creatures that appear in unoccupied spaces that
you can see within range. Choose one of the following options
Casting Time: 1 action for what appears: ? One fey creature of challenge rating 2 or
Range: 30 feet lower ? Two fey creatures of challenge rating 1 or lower ? Four
Components: V, S, M (a short reed or piece of straw) fey creatures of challenge rating 1/2 or lower ? Eight fey
Duration: 24 hours creatures of challenge rating 1/4 or lower A summoned creature
disappears when it drops to 0 hit points or when the spell ends.
This spell grants up to ten willing creatures you can see within The summoned creatures are friendly to you and your
range the ability to breathe underwater until the spell ends. companions. Roll initiative for the summoned creatures as a
Affected creatures also retain their normal mode of respiration. group, which have their own turns. They obey any verbal
commands that you issue to them (no action required by you). If
you don't issue any commands to them, they defend themselves
WATER WALK (RITUAL) from hostile creatures, but otherwise take no actions. The DM
3rd level Transmutation has the creatures' statistics.
At Higher Levels. When you cast this spell using certain
Casting Time: 1 action higher-level spell slots, you choose one of the summoning
Range: 30 feet options above, and more creatures appear: twice as many with a
Components: V, S, M (a piece of cork) 6th-level slot and three times as many with an 8th-level slot.
Duration: 1 hour
This spell grants the ability to move across any liquid surface - FREEDOM OF MOVEMENT
such as water, acid, mud, snow, quicksand, or lava - as if it were 4th level Abjuration
harmless solid ground (creatures crossing molten lava can still
take damage from the heat). Up to ten willing creatures you can Casting Time: 1 action
see within range gain this ability for the duration. If you target a Range: Touch
creature submerged in a liquid, the spell carries the target to the Components: V, S, M (a leather strap, bound around the arm or
surface of the liquid at a rate of 60 feet per round. a similar appendage)
Duration: 1 hour
WIND WALL You touch a willing creature. For the duration, the target's
3rd level Evocation movement is unaffected by difficult terrain, and spells and other
magical effects can neither reduce the target's speed nor cause
Casting Time: 1 action the target to be paralyzed or restrained. The target can also spend
Range: 120 feet 5 feet of movement to automatically escape from nonmagical
Components: V, S, M (a tiny fan and a feather of exotic origin) restraints, such as manacles or a creature that has it grappled.
Duration: Concentration, up to 1 minute Finally, being underwater imposes no penalties on teh target's
movement or attacks.
A wall of strong w ind 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 GRASPING VINE
you choose so long as it makes one continuous path along the 4th level Conjuration
ground. The wall lasts for the duration. When the wall appears,
each creature within its area must make a Strength saving throw. Casting Time: 1 bonus action
A creature takes 3d8 bludgeoning damage on a failed save, or Range: 30 feet
half as much damage on a successful one. The strong wind keeps Components: V, S
fog, smoke, and other gases at bay. Small or smaller flying Duration: Concentration, up to 1 minute
creatures or objects can't pass through the wall. Loose,
lightweight materials brought into the wall fly upward. Arrows, You conjure a vine that sprouts from the ground in an
bolts, and other ordinary projectiles launched at targets behind unoccupied space of your choice that you can see within range.
the wall are deflected upward and automatically miss. (Boulders When you cast this spell, you can direct the vine to lash out at a
hurled by giants or siege engines, and similar projectiles, are creature within 30 feet of it that you can see. That creature must
unaffected.) Creatures in gaseous form can't pass through it. succeed on a Dexterity saving throw or be pulled 20 feet directly
toward the vine. Until the spell ends, you can direct the vine to
lash out at the same creature or another one as a bonus action on
each of your turns. CONJURE VOLLEY
5th level Conjuration
LOCATE CREATURE
4th level Divination Casting Time: 1 action
Range: 150 feet
Casting Time: 1 action Components: V, S, M (one piece of ammunition or one thrown
Range: Self weapon)
Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous
Duration: Concentration, up to 1 hour
You fire a piece of nonmagical ammunition from a ranged
Describe or name a creature that is familiar to you. You sense weapon or throw a nonmagical w eapon into the air and choose a
the direction to the creature's location, as long as that creature is point within range. Hundreds of duplicates of the ammunition or
within 1,000 feet of you. If the creature is moving, you know the weapon fall in a volley from above and then disappear. Each
direction of its movement. The spell can locate a specific creature in a 40-foot-radius. 20-foot-high cylinder centered on
creature known to you, or the nearest creature of a specific kind that point must make a Dexterity saving throw. A creature takes
(such as a human or a unicorn), so long as you have seen such a 8d8 damage on a failed save, or half as much damage on a
creature up close - within 30 feet - at least once. If the creature successful one. The damage type is the same as that of the
you described or named is in a different form, such as being ammunition or weapon.
unfer the effects of a polymorph spell, this spell doesn't locate
the creature. This spell can't locate a creature if running water at SWIFT QUIVER
least 10 feet wide blocks a direct path between you and the
5th level Transmutation
creature.
Casting Time: 1 bonus action
STONESKIN Range: Touch
4th level Abjuration Components: V, S, M (a quiver containing at least one piece of
ammunition)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the You transmute your quiver so it produces an endless supply of
spell consumes) nonmagical ammunition, which seems to leap into your hand
Duration: Concentration, up to 1 hour when you reach for it. On each of your turns until the spell ends,
you can use a bonus action to make two attacks with a weapon
This spell turns the flesh of a willing creature you touch as hard that uses ammunition from the quiver. Each time you make such
as stone. Until the spell ends, the target has resistance to a ranged attack, your quiver magically replaces the piece of
nonmagical bludgeoning, piercing, and slashing damage. ammunition you used with a similar piece of nonmagical
ammunition. Any pieces of ammunition created by this spell
Ranger Spells: 5th Level disintegrate when the spell ends. If the quiver leaves your
possession, the spell ends.
COMMUNE WITH NATURE (RITUAL)
5th level Divination TREE STRIDE
5th level Conjuration
Casting Time: 1 minute
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
Duration: Concentration, up to 1 minute
You briefly become one with nature and gain knowledge of the
surrounding territory. In the outdoors, the spell gives you You gain the ability to enter a tree and move from inside it to
knowledge of the land within 3 miles of you. In caves and other inside another tree of the same kind within 500 feet. Both trees
natural underground settings, the radius is limited to 300 feet. must be living and at least the same size as you. You must use 5
The spell doesn't function where nature has been replaced by feet of movement to enter a tree. You instantly know the
construction, such as in dungeons and towns. You instantly gain location of all other trees of the same kind within 500 feet and,
knowledge of up to three facts of your choice about any of the as part of the move used to enter the tree, can either pass into
following subjects as they relate to the area: ? terrain and bodies one of those trees or step out of the tree you're in. You appear in
of water ? prevalent plants, minerals, animals, or peoples ? a spot of your choice within 5 feet of the destination tree, using
powerful celestials, fey, fiends, elementals, or undead ? another 5 feet of movement. If you have no movement left, you
influence from other planes of existence ? buildings For appear within 5 feet of the tree you entered. You can use this
example, you could determine the location of powerful undead transportation ability once per round for the duration. You must
in the area, the location of major sources of safe drinking water, end each turn outside a tree.
and the location of any nearby towns.