This material is published under the OGL 1.0a.
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Ranger Spells
1st-Level Spells
Abjur |
- AlarmYou set an alarm against unwanted intrusion.
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Conj |
- Fog CloudYou create a 20-foot-radius sphere of fog centered on a point within range.
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Div |
- Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
- Detect Poison and DiseaseFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
- Hunter's MarkUntil 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.
- Speak with AnimalsYou gain the ability to comprehend and verbally communicate with beasts for the duration.
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Ench |
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Evoc |
- Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
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Illus |
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Necro |
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Trans |
- GoodberryUp to ten berries appear in your hand and are infused with magic for the duration.
- JumpThe creature's jump distance is tripled until the spell ends.
- LongstriderYou touch a creature. The target's speed increases by 10 feet until the spell ends.
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2nd-Level Spells
Abjur |
- Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
- Pass without TraceA veil of shadows and silence radiates from you, masking you and your companions from detection.
- Protection from PoisonYou touch a creature. If it is poisoned, you neutralize the poison.
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Conj |
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Div |
- Find TrapsYou sense the presence of any trap within range that is within line of sight.
- Locate Animals or PlantsConcentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
- Locate ObjectYou sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
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Ench |
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Evoc |
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Illus |
- SilenceFor the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
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Necro |
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Trans |
- BarkskinUntil the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
- Darkvision (Spell)You touch a willing creature to grant it the ability to see in the dark.
- Spike GrowthThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.
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3rd-Level Spells
Abjur |
- NondetectionFor the duration, you hide a target that you touch from divination magic.
- Protection from EnergyFor the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
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Conj |
- Conjure AnimalsYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
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Div |
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Ench |
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Evoc |
- DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
- Wind WallA wall of strong wind rises from the ground at a point you choose within range.
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Illus |
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Necro |
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Trans |
- Plant GrowthThis spell channels vitality into plants within a specific area.
- Speak with PlantsYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
- Water BreathingThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
- Water WalkThis spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
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4th-Level Spells
5th-Level Spells
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