Ranger Spells
The following is a collection of spells that help a Ranger realize their potential as a half caster, and give them some reasonable alternatives to smite spells.
Rangers already have some interesting options - primarily from the Druid list - offering utility, so these focus on giving them an option that is strangely lacking in their default selection.
I find that with a good set of spells to feel good casting, a lot of ground is covered in making a Ranger feel better to play. While the core class has some issues, allowing them to use their spell slots more effectively does a great deal to cover that.
Finally, I would recommend that with this expansion you consider giving the Rangers spells prepared as their counterparts the Paladins have to allow them to not be penalized for the large list available here.
Caius' Notes: Steel Wind Strike
I have long been confused by Steel Wind Strike - clearly a spell meant for Martials but one that they cannot seemingly use. As usual, the culprit was meddlesome Wizards, you have tweaked the spell to suit them, leaving it rather unsuitable for its intended audience. Fortunately, I have been able to reconstruct it's true form.
Spells by KibblesTasty
www.KibblesTasty.com

Original Steel Wind Strike
5th-level conjuration
- Classes: Rangers, Wizards
- Casting Time: 1 action
- Range: Self(30-foot radius)
- Components: V, S, M (a melee weapon you are proficient with worth at least 1 sp).
- Duration: Instantaneous
You flourish a weapon weapon you are proficient with 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 weapon attack against each target. On a hit, a target takes 6d10 damage of the weapon's damage type.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Iron Wind Strike
2nd-level conjuration
- Classes: Rangers
- Casting Time: 1 action
- Range: Self(15-foot radius)
- Components: V, S, M (a melee weapon you are proficient with worth at least 1 sp).
- Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon's damage type.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd.

Multishot
1st-level evocation
- Classes: Rangers
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a piece of ammunition or weapon with the thrown property least 1 cp).
- Duration: 1 round
You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it until the end of your next turn. The first time you attack with that weapon before the end of your next turn, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes 2d8 force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.
Once an attack has been made with the piece of ammunition or weapon, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st.
Alacrity
2nd-level transmutation
- Classes: Bard, Occultist, Ranger, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (the hand of a broken clock)
- Duration: 1 Round.
Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once the spell ends, your movement speed is halved until the end of your turn.
If you are under the effect of haste, you gain no benefit from this spell.
Windsense
2nd-level transmutation
- Classes: Rangers
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 round
You cast your sense into the wind. Until the start of your next turn, you gain a blindsight of 60 feet, and you gain advantage on Wisdom (Perception) checks. Your passive Perception gains +5, revealing any creature to you that is revealed by your elevated passive Perception.
For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your blindsight, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see.
Art Credits
- Vivien Ried - Magic the Gathering - Wizards of the Coast
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Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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