The
Rangerless
World
This is a colection of revamped Ranger Subclasses for people who dislike the PHB & UA versions of ranger as well as for people who are tired of the thousand of Ranger Homebrew's floating about. The aim of this colection is to provide players with balanced subclasses that can fit te role of a Ranger and compete with Rogue and Bard builds built around expertise in Survival.
Cover Art: Skiorh
Author Dargon Black (Twiiter @LZenfire)
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Table of contents
| Page Number | Chapter |
|---|---|
| 2 | Sub Classes |
| 4 | Ranger class features Redesigned as Features you can grab in place of an ASI |
| 7 | Rationale for the repurposed Ranger spells |
| 8 | Description of the Repurposed Ranger spells |
What was the Ranger Class fantasy
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
Independent,reliable & relentless....
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Hunter (Fighteer Subclass)
Bonus Proficiencies
At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Deception Nature, Survival, Stealth or Intimidation.
Hunter's Prey
You gain one of the following features of your choice.
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Colossus Slayer : When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
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Giant Killer : When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
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Horde Breaker : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Hunter's Focus
At 7th level, you gain one of the following features of your choice.
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Traper : You count as proficient with Tinker's Tools for the purpose of disarming and creating traps.When you set a trap, you may add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place (statistics for hunting traps can be found on page 152 of the Player’s Handbook).
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Prodigious Artisan : Whenever you take a short rest, you may use the body parts of slain beasts, constructs, dragons, monstrosities, or plants of size small or larger to make one of the following items: a shield, a club, a javelin, or 1d4 darts/blowgun darts. Additionally you become proficient with both Woodcarver’s tools & Leatherworker’s tools.
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Silver Tounge Your expert knowledge and attention to detail allow you to excel in social situations. You become proficient in either Persuasion, Intimidation or Deception. Whenever you make a skill check with the proficiency gained from this feature you gain a bonus to the check equal to your Wisdom modifier
Hunter's Prowess
At 10th level, you gain one of the following features of your choice.
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Volley : You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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Whirlwind Attack : You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target. You can activate this feature twice per turn.
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Lighting Reflexes : You have advantage on initiative rolls & on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.
Hunter's Tenacity
At 15th level, you gain one of the following features of your choice.
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Evasion : When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Escape the Horde : Opportunity attacks against you are made with disadvantage.
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Retaliation : When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Apex Hunter
At 18th level, you gain one of the following features of your choice.
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Devastating Force : Once per turn, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.
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Primal Vitality : At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
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Unyielding Predator : You have advantage on saving throws to avoid becoming paralyzed, possessed or stunned.
Gloom Stalker (Rogue Subclass)
Dread Ambusher
At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Additionaly, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Steel Will
Starting at 9th level, You have advantage on saving throws against being frightened and count as being proficient in Wisdom saving throws against being frightened.
Stalker's Flurry
At 13th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 17th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Monster Slayer (Rogue Subclass)
Hunter's Sense
At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 9th level, whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 13th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Slayer's Counter
At 17th level, if the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Daredevil (Fighter subclass)
Bonus Proficiencies
At 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation or Stealth. Additionally you may learn 2 common languages of your choice.
Intimidating Presence
Beginning at 3rd level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you.
If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Stand Against the Tide
Starting at 10th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Multiattack Defense
Starting at 15th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Feral Senses
At 18th level, you gain preternatural Senses that help you fight creatures you can't see. When you Attack a creature you can't see, your inability to see it doesn't impose disadvantage on your Attack rolls against it. You are also aware of the location of any Invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't Blinded or Deafened.
Give Berserkers Reclkess Abandon from Battlerager at 10 and ban Battlerager if players are pissed at Intimidating Presence.
Previous Ranger feature concepts redesigned as generic features you can take in place of an ASI
Natural Explorer
Prerequisite: Proficiency in Survival and either Investigation or Stealth.
While traveling for an hour or more, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Favored Enemy
Upon taking this feat, you have significant experience studying, tracking, hunting, and understanding a certain type of enemy.
Choose a type of favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and Orcs) as favored enemies.
You have advantage on the following skill checks
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Wisdom (Survival) checks to track your favored enemies and determine how many of them you are tracking.
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Intelligence / History Checks to recall information about them.
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Insight checks when trying to determine the emotional state (if any) or the intentions of your favored enemy.
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Advantage on Wisdom (Perception) checks to find any of your Favored Enemies who are in hiding. They can contest this with a Dexterity (Stealth) check.
Hide in Plain Sight
Prerequisite: Dexterity 13
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Primeval Awareness
Prerequisite: Wisdom 13
Upon reaching the 3rd level you can sense whether the following types of creatures are present within 4 miles of you: aberrations, monstrosities, celestials, dragons, elementals, fey, undead and fiends. This feature doesn't reveal the creature's number, however it can show you in which direction you need to go in order to find them. This features also reveals if there is a planar portal within 4 mile of you and in which direction you need to go to reach it.
Hunter's Quarry
Prerequisite: Proficiency in Survival
Whenever you attack a target you can mark it as your quarry. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Whenever you follow the tracks of your quarry, you can track, Wisdom (Survival) check, while moving at a fast pace without penalty. You can have a number of hunter's quarries equal to your wisdom modifier. It lasts for as many hours equal to your ranger level. You can dismiss this effect at any time as a free action.
Foe Slayer
Prerequisite: Hunter's Quarry
You can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of the creatures you marked as your hunter's quarry. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
You can only use this feature once per combat round.
Fade Away
Prerequisite: Proficiency in Stealth
You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Land's Stride
Prerequisite: Proficiency in Survival
Moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.
Roving
Prerequisite: Proficiency in Athletics
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Additionally you may take the Dash action as a bonus action.
Animal Empathy
Prerequisite: Proficiency in Animal Handling
Upon obtaining this feature you gain an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Animal Companion
Prerequisite: Proficiency in Animal Handling
Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers.
You can spend a short or long rest interacting with a willing beast of challenge rating 1/4 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses.
It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. In combat, the beast acts on your turn, but will always attempt to disengage, dodge, help, or hide. It has not yet learned to attack on your command, but can make attacks of opportunity.
While bonded with you, it adds your proficiency bonus to its attacks, damage, AC, and any saving throws or skills in which it is proficient. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly.
Once you have bonded with a creature in this manner, you can’t do so again until you finish a long rest.The maximum challenge rating of the beast increases to 1/2 when you reach 6th level, and to 1 when you reach 14th level.
Beast Attack.
Prerequisite: Animal Companion Feature
When you bond with a creature using your Animal Companion feature, it will now follow you into combat and can attack and perform all other actions as normal.
Exceptional Training
Prerequisite: Animal Companion Feature
On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Wrath
Prerequisite: Animal Companion Feature
When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Why are Horizon Walker not included as a subclass?
I am going to level with you here reader. Out of all the Ranger subclasse's I feel Horizon Walker is the worst subclass ever made in 5th edition D&D because it suffers from the "special snowflake" syndrome.Here are my reasons:
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Planar Warrior is an overpowered Smite feature. Fantastic range & damage type for just a bonus action.
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The level 7 trait is a very strong spell(7th level) with it's duration reduced to 6 seconds. In low magic settings,it removes the need to do stealth checks to pass guard patrols. In high magic settings, your villanous wizard must very poor to not afford magical fail safes againts teleportation spells.
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The concept itself shouts "special snowflake".In a level 1 to 5 campaing set in a medieval world, one PC would need to be chosen by beings from a different universe to get his training. That is very imersion breaking.
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You can get a better experience of this subclass fantasy by designing a background for it,instead of relying on joke level 3 & 7 features that are clearly not in tune with the mechanics of all other classes in game.
However the last 2 features of Horizon Walker are so good I feel they need to be preserved, which is why I am assinging them to the War Cleric.
Avatar of War (level 17 class feature variant for War Cleric)
At 17th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Additionaly if you are making a weapon attack you can teleport up to 10 feet before the attack to an unoccupied space you can see. You can then chose to attack a different creature or teleport to your original position. You can attack a number of creatures equal to your wisdom modifier.
This feature is basicaly the level 17 and level 11 class features from Horizon Walker,integrated elegantly in one feat that synergizes with the War Domain of Clerics. This is my way of perserving the best, practical and fun aspects of that class.
Custom backgrounds to suplement class fantasies
Horizon Walker
Overview
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes.
Skill Proficiencies. Nature, Survival
Language Proficiencies. Two languages of your choice,however one of them must be considered an exotic language.
Equipment. A two-person tent, artisan's tools, an arcane,druidic or holy focus or, a set of traveler's clothes, a belt pouch, 5 gp
Feature: Outworld Knowledge
The wild an adventurous life you lead as a inter planar adventurer gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your adventures. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people of the multiverse, and hence you must guard it with your life. Work with your DM to determine the details of your discovery and its impact on the campaign.
Rationale for the repurposed Ranger spells
Bard
This selection is aimed to aid a martial bards. Most of the spells here in this list are blaster type spells for heavy hitters and have a common theme - the caster needs to have a weapon equiped and to cashing up on magical secrets for blasting power.
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Zephyr Strike, - a fantastic spell that provides a massive mobility boost and a very good damage bonus of 1d8 force damage to any weapon attack you make. The spell requires concentration to maintain the damage bonus so it can carry on to the next turn, however casting this spell twice will not stack the damage bonus. Another benefit for this spell is that it can work with low charisma builds.
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Ensnaring Strike - upcastable spell that rellies on weapon attack rolls,works with any weapon.Low charisma is bad here because this is a save or suck spell.
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Hail of Thorns - upcastable spell that rellies on you being able to land ranged weapon attacks.This is not a good fit for low charisma builds but this is a nice addition to the bard spellcasting list because it is a low level aoe spell.
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Cordon of Arrows - a ok upcastable spell meant to serve as a quick trap for 8 hours. The downside is that this is a save or suck spell so it doesn't benefit low charisma builds.
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Lightning Arrow - a good spell for bards who use ranged weapons to have.Damage is conditional to executing a weapon attack, a succefull attack nets 4d8 Lighting damage to the target,half as much on a failed attack + an additional 2d8 Lighting Damage on a failed dex save...or half as much on a succesfull one.
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Swift Quiver - this spell is amazing if you're an archer, multiple attacks per turn for a full minute (with concentration). This sadly benefits only valor bards who get extra attack and can stack around 3 attacks per turn for a total of 10 turns/1 minute. But hey,Lighting Arrow isn't a concentration spell but it's a bard spell here.
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Steel Wind Strike - a fantastic aoe spell that requires melee weapon attack rolls to deal damage. This was exclusive to wizzards and rangers,it now joins the repertoire of bards, giving melee weapon builds that use this class fantastic aoe capabilities.
Druid
This selection is aimed to aid a martial druid/low wis druid and promote multiclassing with fighter for the combat styles.I would never recomend low wisdom builds for druids because it lowers your spellcasting DC & the number of spells you can prepare,however fighter druid multiclasses now have spells that support certain fighting styles.
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Hunter’s Mark - a thematic utility spell for a druid who is actively pursuing bad guys.
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Ensnaring Strike - upcastable spell that rellies on weapon attack rolls,the bread and butter for martial druids, works with any weapon.Low wisdom is bad here because it is a save or suck spell.
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Hail of Thorns - upcastable spell that rellies on you being able to land ranged weapon attacks.This is not a good fit for low wisdom druids due to the fact that you force creatures to make a saving throw, but it works with a fighter/druid mix.
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Conjure Barrage & Conjure Volley - aoe spells that require you to have a weapon with the thrown property or ranged weapons equiped. These spells are thematic for Druid because it involes the use of primitive weapon to activate these spells.
Wizzard
This selection is aimed to aid a martial wizzard/low int wizzards and promote low inteligence Wizzard builds as well as low inteligence Eldritch Knight and Arcane Trickster builds.
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Zephyr Strike - a fantastic spell that provides a massive mobility boost and a very good damage bonus of 1d8 force damage to any weapon attack you make. The spell requires concentration to maintain the damage bonus so it can carry on to the next turn, however casting this spell twice will not stack the damage bonus. Another benefit for this spell is that it can work with low inteligence builds and enriches the spell selection for Eldritch Knights & Arcane Tricksters.
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Cordon of Arrows - a ok upcastable spell meant to serve as a quick trap for 8 hours. The downside is that this is a save or suck spell so it doesn't benefit low inteligence builds.
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Conjure Barrage & Conjure Volley - aoe spells that require you to have a weapon with the thrown property or ranged weapons equiped. These spells are thematic for Eldritch Knights & Arcane Tricksters because they involve weapons and magic.
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Swift Quiver - this spell is amazing if you're an archer, giving you two attacks per turn for a full minute (with concentration). This sadly can't be cast on allies.
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Steel Wind Strike - a fantastic aoe spell that requires melee weapon attack rolls to deal damage. This was exclusive to wizzards and rangers,it now joins the repertoire of bards, giving melee weapon builds that use this class fantastic aoe capabilities.
Why clerics,Sorcerors and Warlocks were excluded in this patch
I was unable to match any of these spells with Clerics & Warlocks because they require a weapon attack roll and spell save dc.
Furthermore these spells are not in theme with the clerics general theme (this means domains are excluded in this analysis).
As far as Warlock are concerned most spells for which they have a spell slot rely on the use of either a bow or crossbow, which make them redundant due to the existance of that one warlock invocation which enable Warlocks to add their charisma modifier to the damage rolls of Eldritch Blast.
Ensnaring Strike & Zephyr Strike are also a poor fit for the Warlock class because the damage done by these spells do not increase when using higher spell slots.
Sorcerors did not make this cut because the combination of their spell list plus spellcasting stat being used by sorcerors is a very potent combination which does not require any altering or additions.
While arguments can be made in favor of giving Sorcerors Zephyr Strike & Steel Wind Strike for battle mage themed characters,I feel that these additions would simply serve as trap options, when sorcerors have a list of blaster type spells which outperform these 2.
Shameless self promotion
Author:Dargon Black (twitter @LZenfire)
Other Work: Romanian Ranger & Rangerless world sub class patch (both searchable on GM Binder)
Upcoming work: Elemental Onslaught - a compendium of monk subclasses based on the concept of monks having elemental themed powers....like benders from the Avatar cartoon series.
Description of the Repurposed Ranger spells
Author's notes
These spells are not modified,they are writen for word as presented in the PHB and Xanathar's respectively....at least according to my online materials they are...
I believe that these Ranger exclusive spells are too good to not be used in a campaing,where the Ranger class is not allowed due to it's poor design and the huge amount of homebrews out there.
Zephyr Strike
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Level: 1 - Transmutation Spell, Wizzard & Bard
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Casting time: 1 Bonus Action
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Range: Self
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Components: V
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Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Hunter’s Mark
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Level 1 - Divination spell, Druid only (unless you are an Oath of Vengeace Paladin)
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Casting time: 1 Bonus Action
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Range: 90 feet
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Components: V
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Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher level
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Ensnaring Strike
- Level: 1 - Conjuration spell, Druid & Bard (as well as Oath of Ancients Paladins)
- Casting time: 1 Bonus Action
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Range: Self
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Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at 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 Strength check against your spell save DC. On a success, the target is freed.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hail of Thorns
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Level: 1 - Conjuration spell, Druid & Bard
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Casting time: 1 Bonus Action
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Range: Self
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Components: V
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Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to 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. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Cordon of Arrows
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Level: 2 - Transmutation Spell, Wizzard & Bard
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Casting time: 1 Action
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Range: 5 feet
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Components: V, S, M (four or more arrows or bolts)
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Duration: 8 hours
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes 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 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above.
Lightning Arrow
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Level: 3 - Transmutation Bard only
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Casting time: 1 Bonus Action
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Range: Self
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Components: V, S
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Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage 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 within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Conjure Barrage
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Level: 3 - Conjuration, Druid & Wizzard
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Casting time: 1 Action
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Range: Self (60-foot cone)
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Components: V, S, M (one piece of ammunition or a thrown weapon)
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Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Swift Quiver
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Level: 5 - Transmutation Wizzard & Bard
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Casting time: 1 Bonus Action
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Range: Touch
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Components: V, S, M (a quiver containing at least one piece of ammunition)
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Duration: Concentration, up to 1 minute
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand 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 that uses ammunition from the quiver.
Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition.
Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Conjure Volley
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Level: 5 - Conjuration, Druid & Wizzard
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Casting time: 1 Action
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Range: 150 feet
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Components: V, S, M (one piece of ammunition or one thrown weapon)
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Duration: Instantaneous
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Steel Wind Strike
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Level: 5 - Conjuration Wizzard & Bard
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Casting time: 1 Action
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Range: 30 feet
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Components: S, M (a melee weapon worth at least 1 sp)
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Duration: Instantaneous
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 can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.