My Documents
Become a Patron!
##### Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:-: |:-: |:- |:-: |:-: |:-: |:-: |:-: | | 1st | +2 | Deft Explorer, Wild Hunter | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — | | 3rd | +2 | Primal Connection, Ranger Subclass Feature | 3 | — | — | — | — | | 4th | +2 | Feat | 3 | — | — | — | — | | 5th | +3 | Extra Attack, Wild Hunter Improvement | 4 | 2 | — | — | — | | 6th | +3 | Deft Explorer Improvement | 4 | 2 | — | — | — | | 7th | +3 | Ranger Subclass Feature | 4 | 3 | — | — | — | | 8th | +3 | Feat | 4 | 3 | — | — | — | | 9th | +4 | Nature's Veil | 4 | 3 | 2 | — | — | | 10th | +4 | Deft Explorer Improvement | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Subclass Feature | 4 | 3 | 3 | — | — | | 12th | +4 | Feat | 4 | 3 | 3 | — | — | | 13th | +5 | Deft Explorer Improvement | 4 | 3 | 3 | 1 | — | | 14th | +5 | Precise Strikes | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Subclass Feature | 4 | 3 | 3 | 2 | — | | 16th | +5 | Feat | 4 | 3 | 3 | 2 | — | | 17th | +6 | Relentless Predator | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Epic Boon | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
## Class Features As a ranger, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per ranger level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strenght, Dexterity - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* two shortswords or *(b)* two simple weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a studded leather armor - a longbow and a quiver of 20 arrows ### Deft Explorer Starting at 1st level, you are a skilled explorer. Your adaptability allows you to quickly learn how to survive and travel through every environment. You gain the following benefits: - You and your group can’t become lost, except by magical means, and also can't be harmed or slowed by nonmagical difficult terrain. Your group must be able to see or hear you to gain this benefit. - You can't be surprised, even if you are engaged in another activity. - While foraging, you find twice as much food as you normally would. - If you study a creature's tracks for at least a minute, you learn their exact number, their sizes, and how long ago they passed through the area. This feature also grants you additional benefits. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level, 10th level and 13th in this class: #### Canny (1st Level) You gain proficiency on both Nature and Survival skills. Your Proficiency bonus is doubled for any ability check you make using either of the skills. \pagebreak Whenever you make an ability check that uses either Nature or Survival, you can treat a d20 roll of 9 or lower as a 10. You can also speak, read and write in two additional languages of your choice. #### Roving (6th Level) Your speed increases by 10 feet, and you gain a climbing speed and a swimming speed equal to your walking speed. #### Natural Expert (10th Level) Choose two of your skill proficiencies. Your Proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. #### Tireless (13th Level) Whenever you finish a short rest or a long rest, you gain a number of temporary Hit Points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary Hit Point). The number of temporary Hit Points you have can't be higher than your Ranger level. In addition to that, whenever you finish a short rest, your exhaustion level, if any, is decreased to 0.
### Wild Hunter At 1st level, you are a master of the hunt. You always have the spell Hunter's Mark prepared, and you can cast it without expendind a spell slot a number of times equal to your Wisdom modifier (minimum of once). When you do so, the spell is cast as if you were to expend a spell slot of the highest level available. You regain all expended uses of this feature after finishing a long rest. #### Wild Hunter Improvement (5th Level) When you reach 5th level, tracking and hunting becomes a second nature to you. The spell Hunter's Mark doesn't require concentration anymore.
### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style Feats available. You can't take a Fighting Style Feat more than once, even if you later get to choose again. These are some Fighting Style Feats that are recommended for the ranger: #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Druidic Warrior You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. \columnbreak #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. #### Preparing and Casting Spells The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Animal Friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. \pagebreak ### Primal Connection At 3rd level, you can focus your connection with nature enhances your magic. You learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Connection Spells table. These spells don't count against the number of ranger spells you know. ##### Primal Connection Spells | Ranger Level | Spells | |:------------------|:-------------------:| | 3rd | Speak with Animals | | 5th | Beast Sense | | 9th | Speak with Plants | | 13th | Locate Creature | | 17th | Commune with Nature | You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
### Ranger Subclass Feature When you reach 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
### Feat When you reach 4th level, you can choose one Feat available to you. You get to choose another Feat at 8th, 12th and 16th level. A Feat can't be taken more than once, unless it says otherwise. Also, you need to meet the Feat's requirement, if it has any, in order to get it.
### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Nature's Veil At 9th level, you learn to draw the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. \columnbreak ### Precise Strikes At 14th level, your accuracy is nearly unmatched. You can add your Wisdom modifier (minimum of +1) to your attack rolls with weapons. Also, your weapon attacks made against a creature marked by your Hunter's Mark spell have advantage and now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
### Ruthless Predator At 17th level, you can take down even the most fierce enemies. You can add your Wisdom modifier (minimum of +1) to the damage roll of your weapon attacks. In addition to that, the first time you hit a creature marked by your Hunter's Mark spell with a weapon attack on your turn, you can make one additional weapon attack against it.
### Feral Senses At 18th level, your connection with nature enhances your senses. You gain Blindsight with 30 feet range. Additionally, creatures marked by your Hunter's Mark spell can't get advantage when attacking you, or impose disadvantage on your attack rolls made against them.
### Epic Boon When you reach 19th level, you get to choose an Epic Boon Feat. Select one Epic Boon between the twelve that are available to you.
### Foe Slayer Finally, at 20th level, you become an unparalleled hunter of your enemies. The dice from your Hunter's Mark spell are now a d10. \pagebreak ## Ranger Conclaves Choose betwen the following conclaves: Hunter, Beast Master, Gloom Stalker, Horizon Walker, Monster Slayer, Fey Wanderer, and Swarmkeeper. All of them are detailed below.
### Hunter Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. ##### Hunter Features | Ranger Level | Features | |:- |:-: | | 3rd | Hunter Magic, Hunter's Prey, Hunter's Sense | | 7th | Defensive Tactics | | 11th | Multiattack | | 15th | Superior Hunter's Defense |
#### Hunter Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spells | |:------------------|:-------------------:| | 3rd | Snare | | 5th | Pass Without Trace | | 9th | Conjure Barrage | | 13th | Freedom of Movement | | 17th | Conjure Volley | #### Hunter's Prey At 3rd level, Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its Hit Point maximum. A creature can take this extra damage only once per turn. The extra damage increases to 2d8 at 11th level. #### Hunter's Sense Also at 3rd level, you react swiftly while in danger. When a creature you can see forces you to make a saving throw which you're not proficient, you can give yourself advantage on it. #### Defensive Tactics At 7th level, you can read your enemies attacks even before they're made. You gain a bonus to your AC and saving throws which you are proficient equal to your Wisdom modifier (minimum of +1). \columnbreak #### Multiattack At 11th level, you can strike multiple times in the blink of an eye. As an action, you can make one weapon attack against any number of creatures that you can see. With a ranged weapon, the creatures must be within 30 feet of a point you can see within your weapon's range. You must have ammunition for each target, and you make a separate attack roll for each attack. With a melee weapon, the creatures must be within 30 feet of you. You don't take opportunity attacks while attacking, and you also make a separate attack roll for each attack. #### Superior Hunter's Defense At 15th level, your defenses were honed near perfection. When a creature hits you with an atttack, you can use your reaction make that attack miss and impose disadvantage on all subsequent attacks made against you until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after finishing a long rest.
### Beast Master The Beast Master conclave embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master conclave means committing yourself to this ideal, working in partnership with an animal as its companion and friend. : ##### Beast Master Features | Ranger Level | Features | |:------------------|:-: | | 3rd | Beast Master Magic, Primal Beast, Primal Bond | | 7th | Exceptional Training | | 11th | Bestial Fury | | 15th | Coordinated Combat |
#### Beast Master Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spells | |:------------------|:-------------------:| | 3rd | Beast Bond | | 5th | Animal Messenger | | 9th | Conjure Animals | | 13th | Dominate Beast | | 17th | Wrath of Nature | \pagebreak #### Primal Beast Starting at 3rd level, you magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose between the **Beast of the Land**, **Beast of the Sea**, and **Beast of the Sky** below. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action, that action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. You can also use a bonus action to touch your beast and expend one spell slot of 1st level or higher, after 1 minute your companion restores all of its missing Hit Points and it's cured of any disease. Your beast also becomes incapacitated during this time period. If the beast has died, you can bring it back to life using this feature. ___ > ## Beast of Land >*Medium beast* > ___ > - **Armor Class:** 11 + PB > - **Hit Points:** 12 + six times your ranger level > - **Speed:** 40ft., climb 40ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-: |:-: |:-: |:-: |:-: |:-: | >|16 (+3)|11 (+0)|13 (+1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws:** Is proficient in all of them > - **Skills:** Shares your skill proficiencies > - **Senses:** Darkvision 60ft., passive Perception 12 > - **Languages:** Understands the languages you speak > ___ > ***Charge.*** If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. > ___ > ### Actions > ***Maul.*** *Melee Weapon Attack:* PB + 3 to hit, reach 5ft., one target. *Hit* 1d6 + 3 + PB slashing damage. #### Primal Bond At 3rd level, you and your beast are now connected by a mystical bond, which makes you both grow stronger together. Whenever you get to choose a Feat, your beast gains the Ability Score Improvement Feat. It can't gain a Feat other than that, and also can't gain an Epic Boon Feat. Your companion shares your Proficiency bonus (PB). It also adds it to its AC, ability checks, saving throws, attack rolls, and damage rolls, as shown on the stat blocks. Your animal companion shares all of your skill proficiencies. It also becomes proficient with all saving throws. Your beast benefits from all the effects of your Hunter's Mark spell, but it only deals half the number of dice (rounded up) of extra damage. It also benefits from your *Precise Strikes*, *Ruthless Predator* and *Foe Slayer* features, but it uses their modifier instead of your own. #### Exceptional Training At 7th level, you and your animal companion are more synchronized, thus forming a more potent fighting team. When a creature that your beast can see hits you with an attack, it can use its reaction to make one attack against the creature. And when a creature that you can see hits your beast with an attack, you can use your reaction to make one weapon attack against it. #### Bestial Fury At 11th level, your beast can unleash several attacks at once. Your beast can attack twice, instead of once, whenever you command it to take the Attack action. #### Coordinated Combat At 15th level, both you and your beast protect each other from danger. Your companion has advantage on all saving throws while it can hear or see you, and if you're not unconscious. You also gain advantage on all saving throws if you can see or hear your beast, and if your beast it's not unconscious. \pagebreak ___ > ## Beast of Sea >*Medium beast* > ___ > - **Armor Class:** 11 + PB > - **Hit Points:** 10 + five times your ranger level > - **Speed:** 5ft., swim 60ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-: |:-: |:-: |:-: |:-: |:-: | >|16 (+3)|11 (+0)|13 (+1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws:** Is proficient in all of them > - **Skills:** Shares your skill proficiencies > - **Senses:** Darkvision 60ft., passive Perception 12 > - **Languages:** Understands the languages you speak > ___ > ***Amphibious.*** The beast can breath both air and water. > ___ > ### Actions > ***Binding Strike.*** *Melee Weapon Attack:* PB + 3 to hit, reach 5ft., one target. *Hit* ld8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
### Gloom Stalker Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. ##### Gloom Stalker Features | Ranger Level | Features | |:------------------|:-------------------------------------------------:| | 3rd | Gloom Stalker Magic, Dread Ambusher, Umbral Sight | | 7th | Iron Mind | | 11th | Stalker's Flurry | | 15th | Shadowy Dodge |
#### Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ___ > ## Beast of Sky >*Small beast* > ___ > - **Armor Class:** 13 + PB > - **Hit Points:** 6 + three times your ranger level > - **Speed:** 10ft., fly 60ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:-: |:-: |:-: |:-: |:-: |:-: | >|6 (-2)|16 (+3)|8 (-1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws:** Is proficient in all of them > - **Skills:** Shares your skill proficiencies > - **Senses:** Darkvision 60ft., passive Perception 12 > - **Languages:** Understands the languages you speak > ___ > ***Flyby.*** The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ___ > ### Actions > ***Shred.*** *Melee Weapon Attack:* PB + 3 to hit, reach 5ft., one target. *Hit* ld4 + 3 + PB piercing damage.
##### Gloom Stalker Spells | Ranger Level | Spells | |:------------------|:--------------------:| | 3rd | Disguise Self | | 5th | Rope Trick | | 9th | Fear | | 13th | Greater Invisibility | | 17th | Seeming | #### Dread Ambusher At 3rd level, you master the art of the ambush. You have advantage on initiative rolls and can give yourself a bonus to your initiative equal to your Wisdom modifier (minimum of +1). In addition to that, you can take down any foe on an instant. On your first turn of each combat, you have advantage on attack rolls against creatures that have not yet acted. If you take the Attack action against one of those creatures, on that turn, you can make one additional weapon attack against it. #### Umbral Sight At 3rd level, you are adapted at hunting at dark enviroments. You gain darkvision out to a 60 feet range. If you already have darkvision, its range increases by 30 feet. Also, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. \pagebreak #### Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom, Intelligence, or Charisma saving throws (your choice). #### Stalker's Flurry At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. When you miss with a weapon attack, you can make another weapon attack as part of the same action. #### Shadowy Dodge At 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. While in darkness, you gain the *Uncanny Dodge* and *Evasion* features.
### Horizon Walker 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. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes. ##### Horizon Walker Features | Ranger Level | Features | |:------------------|:---------------------------------------------------:| | 3rd | Horizon Walker Magic, Detect Portal, Planar Warrior | | 7th | Ethereal Step | | 11th | Blink Strike | | 15th | Spectral Defense |
#### Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Horizon Walker Spells | Ranger Level | Spells | |:------------------|:-----------------------------:| | 3rd | Protection from Evil and Good | | 5th | Misty Step | | 9th | Haste | | 13th | Banishment | | 17th | Teleportation Circle | \columnbreak #### Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. You can use your action to detect the distance and direction of all planar portals within 1 mile of you. You also learn the destination plane of the portals and the portal key it requires, if it requires any. This feature can be used a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after finishing a long rest. #### Planar Warrior At 3rd level, the energy of the multiverse permeates your magic and weapon strikes. The damage dealt by your Hunter's Mark spell now becomes force damage. Also, whenever you hit a creature with a weapon attack, you can deal an extra 1d6 force damage and reduce the speed of the target by 5 feet until the start of your next turn. #### Ethereal Step At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Blink Strike At 11th level, you gain the ability to pass between the planes in a blink of an eye. Whenever you hit a creature with a weapon attack, you can teleport up to 10 feet before each attack to an unoccupied space you can see. Additionally, when a creature you can see misses an attack, you can use your reaction to make one weapon attack against it and teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after making the attack. #### Spectral Defense At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from a creature, you can use your reaction to step into the Ethereal Plane until the start of your next turn, thus taking no damage. You can also move up to 10 feet when you enter the Ethereal Plane. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after finishing a long rest. \pagebreak ### Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. ##### Monster Slayer Features | Ranger Level | Features | |:------------------|:---------------------------------------------------:| | 3rd | Monster Slayer Magic, Slayer's Prey, Slayer's Sight | | 7th | Supernatural Defense | | 11th | Magic-User's Nemesis | | 15th | Slayer's Counter |
#### Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Monster Slayer Spells | Ranger Level | Spells | |:------------------|:-----------------------------:| | 3rd | Protection from Evil and Good | | 5th | Zone of Truth | | 9th | Counterspell | | 13th | Banishment | | 17th | Hold Monster | #### Slayer's Prey At 3rd you can magically change the properties of you attacks, increasing the harm you inflict on your foes. Whenever you attack a creature, you can increase the damage dealt by 1d6. If the creature is the target of you *Slayer's Sight* feature, it becomes vulnerable to the extra damage dealt by this feature. The extra damage increases to 2d6 at 11th level. #### Slayer's Sight At 3rd level, you gain the ability to peer at a creature and magically discern the best way to hurt it. As a bonus action, choose one creature you can see within 90 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. \columnbreak #### Supernatural Defense At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever a creature forces you to make a saving throw and whenever you make an ability check to escape an enemy's grapple, add 1d8 to your roll. Also, when a creature hits you with an attack, you can use your reaction to roll 1d6 and subtract the result from the attack roll of the creature, potentially making it miss. #### Magic-User's Nemesis At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 120 feet of you, you can use your reaction to make one weapon attack against the creature. If the attack hits, the spell or teleport fails and is wasted. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses of it when you finish a long rest. #### Slayer's Counter At 15th level, you gain the ability to counterattack at the slightest mistake of your prey. Whenever a creature misses you with an attack, you can make one weapon attack against it and move up to half your walking speed. You can choose to move before or after the attack is made, and you don't provoke opportunity attacks with this movement.
### Fey Wanderer A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. : ##### Fey Wanderer Features | Ranger Level | Features | |:------------------|:---------------------------------------------------------:| | 3rd | Fey Wanderer Magic, Dreadful Strikes, Otherwordly Glamour | | 7th | Beguiling Twist | | 11th | Bless of the Feywild | | 15th | Misty Wanderer |
\pagebreak #### Fey Wanderer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Fey Wanderer Spells | Ranger Level | Spells | |:------------------|:--------------:| | 3rd | Charm Person | | 5th | Misty Step | | 9th | Dispel Magic | | 13th | Dimension Door | | 17th | Mislead | You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. ##### Feywild Gifts | d6 | Gifts | |:--------|:--------------------------------------------------------------------------------------| | 1 | Illusory butterflies flutter around you while you take a short or long rest. | | 2 | Fresh, seasonal flowers sprout from your hair each dawn. | | 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. | | 4 | Your shadow dances while no one is looking directly at it. | | 5 | Horns or antlers sprout from your head. | | 6 | Your skin and hair change color to match the season at each dawn. | #### Dreadful Strikes At 3rd level, the magic from Feywild merges with your own magic. The damage dealt by your Hunter's Mark spell now becomes psychic damage. You can also augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. Whenever you hit a creature with a weapon attack, you can deal an extra 1d6 psychic damage to the target. In addition to that, once per turn, when you deal this extra damage, you can force the target to make a Wisdom saving throw against your spell saving DC. On a failed save, the target becomes charmed or frightened by you (your choice) until the end of your next turn. #### Otherwordly Glamour Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. \columnbreak #### Beguiling Twist At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. Additionally, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target takes 3d8 psychic damage and is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, taking another 3d8 psychic damage for each failed save, or taking no damage and ending the effect on itself after a successful save. #### Bless of the Feywild At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings. You know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. The spell also doesn't require concentration anymore. You can also cast it without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest. #### Misty Wanderer When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye. You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
### Swarmkeeper Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. \pagebreak ##### Swarmkeeper Features | Ranger Level | Features | |:------------------|:---------------------------------: | | 3rd | Swarmkeeper Magic, Gathered Swarm, Stormy Swarm | | 7th | Writhing Tide | | 11th | Mighty Swarm | | 15th | Swarming Dispersal |
#### Swarmkeeper Magic Starting at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Swarmkeeper Spells | Ranger Level | Spells | |:------------------|:----------------------:| | 3rd | Faerie Fire, Mage Hand | | 5th | Web | | 9th | Gaseous Form | | 13th | Arcane Eye | | 17th | Insect Plague | #### Gathered Swarm Also at 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. | d4 | Appearance | |:--------|:-----------------------| | 1 | Swarming insects | | 2 | Miniature twig blights | | 3 | Fluttering birds | | 4 | Playful pixies | Once per turn, when you hit a target with a weapon attack, you can cause the swarm to assist you in one of the following ways: - The attack's target takes 1d6 piercing damage from the swarm. - The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - You are moved by the swarm 15 feet horizontally in a direction of your choice. \columnbreak #### Stormy Swarm At 3rd level, you can enrage your swarm to create a blustering storm that surrounds an area. As an action, you make your swarm fill a 20-foot-radius sphere centered on a point you can see within 60 feet. This lasts for up to 1 minute, every enemy that starts its turn inside the sphere must suceed on a Dexterity saving throw against your spell save DC or take 1d10 piercing damage. #### Writhing Tide Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Migthy Swarm At 11th level, your swarm grows mightier in the following ways: - The damage of Gathered Swarm increases to 2d6. - If a creature fails its saving throw against being moved, it's moved up to 60 feet and is knocked prone. - Your swarm can move you up to 30 feet now, when it does, it also gives you half cover until the start of your next turn. - The damage of Stormy Swarm increases to 3d10, and when a creature fails its save, their next attack has disadvantage. - Writhing Tide now gives you a flying speed of 20 feet, and it lasts for up to an hour now. In addition to that, all of the damage dealt by your swarm is now counted as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Swarming Dispersal When you reach 15th level, you can discorporate into your swarm to avoid danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You then vanish into your swarm, and teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. \pagebreak ### Ranger Spell List
##### 1st Level - Absorb Elements - Alarm - Animal Friendship - Beast Bond - **Cure Wounds** - ***Dagger of Grass*** - Detect Magic - Detect Poison and Disease - **Ensnaring Strike** - Fog Cloud - **Goodberry** - **Hail of Thorns** - **Hunter's Mark** - Jump - Longstrider - Snare - Speak with Animals - **Sudden Awakening** - **Zephyr Strike** \columnbreak ##### 2nd Level - Animal Messenger - **Barkskin** - Beast Sense - **Cordon of Arrows** - Darkvision - **Enhance Ability** - **Find Traps** - Gust of Wind - **Healing Spirit** - Lesser Restoration - Locate Animals or Plants - Locate Object - **Magic Weapon** - Pass Without Trace - Protection from Poison - Silence - **Spike Growth** - Summon Beast \columnbreak ##### 3rd Level - **Ashardalon's Stride** - **Conjure Animals** - **Conjure Barrage** - Daylight - **Elemental Weapon** - ***Energy Arrows*** - ***Flower Shield*** - Meld into Stone - Nondetection - Plant Growth - **Protection from Energy** - Revivify - Speak with Plants - Water Breathing - Water Walk - Wind Wall \columnbreak ##### 4th Level - **Conjure Woodland Beings** - Dominate Beast - Freedom of Movement - **Grasping Vine** - **Guardian of Nature** - Locate Creature - **Stoneskin** - Summon Elemental ##### 5th Level - Commune with Nature - **Conjure Volley** - Freedom of the Winds - Greater Restoration - **Steel Wind Strike** - **Swift Quiver** - Tree Stride - **Wrath of Nature**
#### Cure Wounds *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ A creature you touch regains a number of hit points equal to 2d12 + your Spellcasting ability modifier. This spell has no effect on undead or constructs. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d12 for each slot level above 1st. #### Dagger of Grass *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (some pieces of grass or leaves) - **Duration:** 1 minute ___ You transform the grass that's in your hands into a sharp blade. The weapon is similar in size and shape to a dagger. This weapon is magical and it lasts until the spell ends. It weighs half as much as a normal dagger would, and it counts as a simple melee weapon with the finesse, light and thrown properties (range 20/60). On a hit, it deals slashing damage equal to 1d4 + your Spellcasting ability modifier. ***At Higher Levels.*** If you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases to 10 minutes. The damage also increases by 1d4, and you can create up to two daggers. \columnbreak
#### Ensnaring Strike *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ For the duration of this spell, the first time you hit a creature with a weapon attack on each of your turns, a writhing mass of vines appears at the point of impact. The creature must succeed on a Strength saving throw or become restrained by the magical vines. It can repeat its saving throw at the end of each of its turns. If it succeeds on the save, it only has its speed reduced by 20 feet until the end of its next turn. A Large or larger creature has advantage on this saving throw. A creature that can touch the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target is also freed.
##### Spell List changes The spells that are **marked like this** are the ones that i've changed. Spells that are written ***like this*** are new spells.
\pagebreak #### Goodberry *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A sprig of mistletoe) - **Duration:** Instantaneous ___ Up to ten magic berries appear in your hand. A creature can use its bonus action to eat one berry, when it does so, the creature must wait for at least a minute before eating another berry. Eating a berry restores a number of Hit Points equal to your Spellcasting ability modifier + one Hit Dice of the creature. The berry also provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. #### Hail of Thorns *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ For the duration of this spell, the first time you hit a creature with a ranged weapon attack on each of your turns, a rain of thorns sprouts from your ranged weapon or ammunition to strike the target and nearby enemies. In addition to the normal effect of the attack, the target of the attack takes an extra 1d10 piercing damage, and each creature of your choice within 10 feet of the target 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 Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage of both effects increases by 1d10 for each slot level above 1st. #### Hunter's Mark *1st-level divination* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 24 hours ___ 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 on the first time you hit it with a weapon attack on each of your turns, 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 your reaction to move the spell and mark a new creature. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 3d6. When you use a spell slot of 5th level or higher, it increases to 5d6. \columnbreak #### Sudden Awakening *1st-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous ___ Each sleeping creature you choose within range awakens, and each prone creature within range can stand up without expending any movement. #### Zephyr Strike *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 minute ___ You move like the wind. For the duration of this spell, your movement doesn’t provoke opportunity attacks. Once on each of your turns before the spell ends, you can give yourself advantage on one weapon attack roll. If the attack hits, it deals an extra 1d6 force damage. Your walking speed also increases by 30 feet until the end of that turn. #### Barkskin *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a handful of oak bark) - **Duration:** 1 hour ___ You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and if the target’s has an AC of 17 or less, it becomes 18 for the duration. #### Cordon of Arrows *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (four or more arrows or bolts) - **Duration:** 1 hour ___ Up to six pieces of nonmagical ammunition (arrows or crossbow bolts) start to hover on the air around you. Until the spell ends, and when you cast it, you can use a bonus action on each of your turns to strike a creature within 60 feet with one piece of ammunition. Make a ranged spell attack. On a hit, it deals 2d8 damage. The damage type is the same as that of the ammunition used as a component. The piece of ammunition is destroyed after striking the target. The spell ends if no ammunition remains. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the amount of ammunition that can be affected increases by two for each slot level above 2nd. \pagebreak #### Enhance Ability *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (fur or a feather from a beast) - **Duration:** 1 hour ___ You touch a creature and bestow upon it a magical enhancement. Choose between: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. For the duration, the target has a +2 bonus on ability checks and saving throws using the chosen ability. The target also has advantage on ability checks and saving throws using the chosen ability. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Find Traps *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 120 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You sense the presence of any nonmagical trap within range. You learn its location, direction, triggers and the general nature of the danger posed by the trap. #### Healing Spirit *2nd-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60 Feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range, it looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature of your choice, that you can see, moves within 10 feet of the spirit's space for the first time on a turn or starts its turn there, the spirit restore a number of Hit Points of the target equal to 1d8 + your Spellcasting ability modifier. The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d8 for each slot level above 2nd. #### Magic Weapon *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour ___ Until the spell ends, any nonmagical weapon within range becomes a magic weapon with a +2 bonus to attack rolls. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level, the bonus increases to +4. When you use a spell slot of 6th level or higher, the bonus increases to +6. #### Spike Growth *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - **Duration:** Concentration, up to 10 minutes ___ The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. #### Ashardalon's Stride *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 30 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 2d8 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d8 fire damage for each slot level above 3rd. #### Conjure Animals *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You conjure nature spirits that appear as a large pack of spectral, intangible animals that surround you. It lasts for the duration, and you choose the spirits animal form, such as wolves, serpents, or birds. Once on each of your turns, you can command the pack to attack any number of creatures within 60 feet (no action required). The targets then must succeed on a Dexterity saving throw, taking 5d6 slashing damage on a failed save or half as much on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd. \pagebreak #### Conjure Barrage *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a ranged weapon worth at least 1 CP) - **Duration:** Instantaneous ___ You fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that rain down on an area. Each creature inside a 60-foot circle centered on a point within range must succeed on a Dexterity saving throw. A creature takes 5d8 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. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each spell slot level above 3rd. #### Elemental Weapon *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You imbue any weapon you're touching with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon becomes magical if it's not, has a +2 bonus to damage rolls and deals an extra 1d4 damage of the chosen type when it hits. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level, the bonus to attack rolls increases to +3 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +4 and the extra damage increases to 3d4. #### Energy Arrows *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You touch a quiver containing arrows or bolts and enhance them with natural energy. When a target is hit by an attack using a piece of ammunition drawn from the quiver, it takes an extra 1d6 force damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when ten pieces of ammunition have been drawn from the quiver. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. \columnbreak #### Flower Shield *3rd-level conjuration* ___ - **Casting Time:** 1 reaction, which you take when you are hit by an attack - **Range:** Self - **Components:** V, S, M (at least one kind of flower) - **Duration:** Concentration, up to 1 minute ___ A spectral barrier that has the form of a flower protects you. Until the spell ends, you gain a +5 bonus to your AC, including against the triggering attack. #### Protection from Energy *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. #### Conjure Woodland Beings *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (at least one holly berry) - **Duration:** Concentration, up to 10 minutes ___ You conjure fey spirits that appear as a large group of spectral, intangible pixies. The group flit around you for the duration and enhance your attacks. On each of your subsequent turns, when you hit a creature with a weapon attack, you can cause the fey spirits to enhance that attack to deal an extra 2d8 force damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spell slot level above 4th. #### Grasping Vine *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You conjure massive vines that sprouts from the ground around you. You can make these vines lash against any number of creatures within range. The creatures must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage and become restrained until the spell ends. On a failed save the targets take half as much damage and are not restrained. You can also use a bonus action on your subsequent turns to move the restrained targets for up to 20 feet. A restrained target can use its action to make a Strength saving throw on each of its turns, taking 2d8 bludgeoning damage on a failed save, or ending the condition on a successful one. \pagebreak #### Guardian of Nature *4th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ You call upon a nature spirit. The spirit fills you with natural energy, transforming you into a powerful primal guardian. You gain three of the following benefits: - Your walking speed increases by 20 feet. - While you are on the ground, the ground within 20 feet of you is difficult terrain for your enemies. - Your Strength and Dexterity-based attacks deal an extra 1d8 force damage on a hit. - You have advantage on your spell attacks and you can add your Wisdom modifier (minimum of +1) to them. - You gain darkvision with a range of 120 feet. - You make Constitution saving throws with advantage. #### Stoneskin *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - **Duration:** 1 hour ___ This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. #### Conjure Volley *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (at least five arrows or bolts) - **Duration:** Instantaneous ___ You strike multiple targets within an instant with several energy arrows. Choose up to five creatures within range. Make a ranged spell attack against each target. On a hit, a target takes 8d8 force damage. The ammunition used in the casting disappears after the attack, whether it hits or misses. #### Steel Wind Strike *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a melee weapon worth at least 1 SP) - **Duration:** Instantaneous ___ You vanish to strike like the wind with the weapon used in the casting. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 8d10 force damage. You can then teleport to an unoccupied space you can see within 10 feet of one of the targets you hit or missed. \columnbreak #### Swift Quiver *5th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a quiver containing at least one piece of ammunition) - **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, when you take the attack action with a weapon that uses ammunition from the quiver, you can make two additional attacks with it. 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. #### Wrath of Nature *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You call out to the spirits of nature to rouse them against your enemies. For the duration, grasses and vines sprout from the ground, trees start to grow and rocks full of moss appear. The area becomes difficult terrain for your enemies. Until the spell ends, any creature of your choice that's inside the area suffers two different effects of the following: - Each creature of your choice inside a 30-foot area within range must succeed on a Dexterity saving throw or take 6d6 slashing damage from whipping branches. A creature takes half as much damage on a successful save. - Each creature on the ground inside a 20-foot area within range must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. - Loose rocks within range are launched at any number of creatures you can see inside a 30-foot area, that's also within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.