Ranger's Exclusive Spells

by Carreau

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Ranger's Exclusive Spells

Ranger's Exclusive Spells

Spell level Spells
1st Tumble, Elemental Trap, Faded Stride
2nd Pack Instinct, Bloodhound Instinct, Marksman Instinct, Arrows of the Feywild
3rd Cascade of Blades
4th Fairy Chains
5th Eagle's Aim, Sylvan Specter

Tumble

1st level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You become surrounded by a mystical mist as you tumble through the battlefield. You can move up to 10 feet in the direction of your choice, without triggering attacks of opportunity. This movement doesn't count toward the distance you can normally move thanks to your walking speed.

If you are prone when you cast that spell, you can get up on your feet as part of that movement.

Art Credit : Wizards of the Coast

In addition, during that movement, and until the end of your turn, you can move through the space of other creatures (but you can't end your turn there).

Elemental Trap

1st level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an hunting trap, worth at least 5 gp)
  • Duration: Until Dispel

As you set up the hunting trap used as material component for that spell, you conjure the powers of the nature to infuse them inside the trap. The DC of the Dexterity saving throw and the one of the Strength checks required by the trap become both equal to your spell casting modifier.

In addition, choose one of the following effects, that effect happens when the trap is triggered, on top of the other effects of the hunting trap.

  • Freezing trap. The creature that triggers the trap takes 2d6 cold damage and its speed is reduced by 10 feet for 1 minute.

  • Burning trap. Each creature within a 10 feet of the trap take 2d6 fire damage. The creature that triggered the trap take an extra 1d10 fire damage.

  • Electrified trap. The creature that triggers the trap takes 2d6 lightning damage and make its next attack roll, ability check or saving throw with a disadvantage.

  • Explosive trap. The creature that triggers the trap takes 2d6 thunder damage and is knoked prone. Then, each other Large or smaller creatures within 10 feet of the trap is pushed 15 feet away from the trap.

  • Chemical trap. The creature that triggers the trap takes 2d6 acid damage, and it takes 2d4 acid damage at the start of each of its following turns until it is freed from the hunting trap.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, the initial 2d6 elemental damage increases by 1d6 for each spell level above 1st (the extra 1d10 fire damage from the burning trap and the 2d4 acid damage from the chemical trap don't increase).

Faded Stride

1st level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a bit of silver powder)
  • Duration: Concentration, up to 1 hour

For the duration, every time you move 10 feet or more, you count as lightly obscured until the start of your next turn and you can take the Hide action as a bonus action.

Pack Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a bit of wolf fur)
  • Duration: Concentration, up to 10 minutes

Once per turn when you attack a target that is within 5 feet of one of your allies, you can choose to make that attack with advantage.

Moreover, whenever a creature within your reach make an attack against one of your allies, you can make an attack of opportunity against that creature as a reaction.

Bloodhound Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a shark tooth)
  • Duration: Concentration, up to 10 minutes

For the duration, you have advantage on survival and perception checks you make to track or find a creature if the current hit points of that creature are lower than its maximum hit points.

In addition, when you make an attack against a creature that has less hit points than its maximum, your attack counts as a critical hit on a natural 18 or higher.

Marksman Instinct

2nd level enchantment


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a hawk feather)
  • Duration: Concentration, up to 10 minutes

For the duration, if you haven't move during your turn, you can choose to reduce your speed to 0 to focus all your senses on your target, improving your aim. When you do so, choose a target you can hear or see, you ignore all disadvantages and half and 3/4 covers when you make weapon attacks against that target this turn.

Arrows of the Feywild

2nd level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a bow, a crossbow or a blowgun, worth at least 1 gp)
  • Duration: Instantaneous

Make a range attack with the weapon used as material component against 2 different targets of a same size within range. If both attacks hit, the targets swap places as they are magically teleported in the place of the other creature.

The range attacks you make as part of that spell deal damage as normal.

Cascade of Blades

3rd level Transmutation


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S, M (two one handed melee weapons worth at least 1 gp)
  • Duration: Instantaneous

Make up to 5 melee attacks against targets within 5 feet of you. You must alternate between the two weapons used as material component for each attack (For instance, if you are wielding a short sword and a dagger, if you make a first attack with the short sword, your next attack must be with the dagger, and the following one with the short sword etc.).

Fairy Chains

4th level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny silver chain)
  • Duration: Concentration, up to 10 minutes

Choose a creature you can see within range, it must succeed a charisma saving throw or be marked by a symbol of the feywild for the duration (the target can choose to fail that saving throw). While marked this way, at the end of each of its turns, the target is teleported in the space it occupied at the start of its turn.

Eagle's Aim

5th level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

You gain the following benefits for the duration :

  • you can add your wisdom modifier to the damage rolls of your weapon attacks.
  • once per round, when you miss a weapon attack, you can choose that the attack hits instead.

Sylvan Specter

5th level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a leaf from the feywild)
  • Duration: Concentration, up to 10 minutes

You can teleport yourself to a free space you can see within 30 feet, then, for the duration, you gain the following benefits:

  • at the end of each of your turn, you become invisible until the start of your next turn.
  • you can teleport yourself to a free space you can see within 30 feet as a bonus action.
  • once per round when you hit a target with an attack, you can choose to invoke the spirits of the feywild. When you do so, your target must succeed a wisdom saving throw or be charmed or frighten (your choice) by you until the end of its next turn.

Homebrew lovingly made by LeRoiDeCarreau

A big THANK YOU to my patreons.

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- Full Mettle
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