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ALARM (RITUAL) ANIMAL FRIENDSHIP CURE WOUNDS DETECT MAGIC (RITUAL)

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M 24 hours V, S Instantaneous V, S Concentration, up to 10
minutes
a tiny bell and a piece of ne silver wire a morsel of food A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability For the duration, you sense the presence of
You set an alarm against unwanted intrusion. This spell lets you convince a beast that you modi er. This spell has no effect on undead or magic within 30 feet of you. If you sense magic in
Choose a door, a window, or an area within range mean it no harm. Choose a beast that you can constructs. this way, you can use your action to see a faint
that is no larger than a 20-foot cube. Until the see within range. It must see and hear you. If the At Higher Levels: When you cast this spell aura around any visible creature or object in the
spell ends, an alarm alerts you whenever a tiny or beast's Intelligence is 4 or higher, the spell fails. using a spell slot of 2nd level or higher, the area that bears magic, and you learn its school of
larger creature touches or enters the warded Otherwise, the beast must succeed on a Wisdom healing increases by 1d8 for each slot level magic, if any.
area. When you cast the spell, you can designate saving throw or be charmed by you for the spell's above 1st. The spell can penetrate most barriers, but is
creatures that won't set off the alarm. You also duration. If you or one of your companions blocked by 1 foot of stone, 1 inch of common
choose whether the alarm is mental or audible. harms the target, the spell ends. metal, a thin sheet of lead, or 3 feet of wood or
A mental alarm alerts you with a ping in your At Higher Levels: When you cast this spell dirt.
mind if you are within 1 mile of the warded area. using a 2nd level spell slot or higher, you can
This ping awakens you if you are sleeping. affect one additional beast for each slot level
An audible alarm produces the sound of a hand above 1st.
bell for 10 seconds within 60 feet.

Ranger 1st level Abjuration Ranger 1st level Enchantment Ranger 1st level Evocation Ranger 1st level Divination

DETECT POISON AND DISEASE ENSNARING STRIKE FOG CLOUD GOODBERRY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minutes minute hour
a sprig of mistletoe
a yew leaf The next time you hit a creature with a weapon You create a 20-foot-radius sphere of fog
attack before this spell ends, a writhing mass of centered on a point within range. The sphere Up to ten berries appear in your hand and are
For the duration, you can sense the presence and thorny vines appears at the point of impact, and spreads around corners, and its area is heavily infused with magic for the duration. A creature
location of poisons, poisonous creatures, and the target must succeed on a Strength saving obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry
diseases within 30 feet of you. You also identify throw or be restrained by the magical vines until of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides
the kind of poison, poisonous creature, or the spell ends. A Large or larger creature has per hour) disperses it. enough nourishment to sustain a creature for
disease in each case. advantage on this saving throw. If the target At Higher Levels: When you cast this spell one day.
The spell can penetrate most barriers, but is succeeds on the save, the vines shrivel away. using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
blocked by 1 foot of stone, 1 inch of common While restrained by this spell, the target takes of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
metal, a thin sheet of lead, or 3 feet of wood or 1d6 piercing damage at the start of each of its above 1st. this spell.
dirt. 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 Levels: 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.

Ranger 1st level Divination Ranger 1st level Conjuration Ranger 1st level Conjuration Ranger 1st level Transmutation

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HAIL OF THORNS HUNTER'S MARK JUMP LONGSTRIDER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action 90 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V Concentration, up to 1 V, S, M 1 minute V, S, M 1 hour
minute hour
a grasshopper's hind leg a pinch of dirt
The next time you hit a creature with a ranged You choose a creature you can see within range
weapon attack before the spell ends, this spell and mystically mark it as your quarry. Until the You touch a creature. The creature's jump You touch a creature. The target's speed
creates a rain of thorns that sprouts from your spell ends, you deal an extra 1d6 damage to the distance is tripled until the spell ends. increases by 10 feet until the spell ends.
ranged weapon or ammunition. In addition to the target whenever you hit it with a weapon attack, At Higher Levels: When you cast this spell
normal effect of the attack, the target of the and you have advantage on any Wisdom using a spell slot of 2nd level or higher, you can
attack and each creature within 5 feet of it must (Perception) or Wisdom (Survival) check you target one additional creature for each slot level
make a Dexterity saving throw. A creature takes make to nd it. If the target drops to 0 hit points above 1st.
1d10 piercing damage on a failed save, or half as before this spell ends, you can use a bonus action
much damage on a successful one. on a subsequent turn of yours to mark a new
At Higher Levels: If you cast this spell using a creature.
spell slot of 2nd level or higher, the damage At Higher Levels: When you cast this spell
increases by 1d10 for each slot level above 1st using a spell slot of 3rd or 4th level, you can
(to a maximum of 6d10). 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.

Ranger 1st level Conjuration Ranger 1st level Divination Ranger 1st level Transmutation Ranger 1st level Transmutation

SPEAK WITH ANIMALS (RITUAL) ANIMAL MESSENGER (RITUAL) [1/2] ANIMAL MESSENGER (RITUAL) [2/2] BARKSKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S, M 24 hours V, S, M 24 hours V, S, M Concentration, up to 1
hour
You gain the ability to comprehend and verbally a morsel of food a morsel of food
communicate with beasts for the duration. The a handful of oak bark
knowledge and awareness of many beasts is By means of this spell, you use an animal to deliver a higher, the duration of the spell increases by 48
limited by their intelligence, but at minimum, message. Choose a Tiny beast you can see within hours for each slot level above 2nd. You touch a willing creature. Until the spell ends,
range, such as a squirrel, a blue ray, or a bird. You the target's skin has a rough, bark-like
beasts can give you information about nearby specify a location, which you must have visited, and a
locations and monsters, including whatever they appearance, and the target's AC can't be less
recipient who matches a general description, such as a than 16, regardless of what kind of armor it is
can perceive or have perceived within the past man or woman dressed in the uniform of the town
day. You might be able to persuade a beast to guard or a red-haired dwarf wearing a pointed hat. wearing.
perform a small favor for you, at the DM's You also speak a message of up to twenty- ve words.
discretion. The target beast travels for the duration of the spell
towards the speci ed location, covering about 50
miles per 24 hours for a ying messenger or 25 miles
for other animals.
When the messenger arrives, it delivers your message
to the creature that you described, replicating the
sound of your voice. The messenger speaks only to a
creature matching the description you gave. If the
messenger doesn't reach its destination before the
spell ends, the message is lost, and the beast makes its
way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell
slot of 3rd level or

Ranger 1st level Divination Ranger 2nd level Enchantment Ranger 2nd level Enchantment Ranger 2nd level Transmutation

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BEAST SENSE (RITUAL) CORDON OF ARROWS DARKVISION FIND TRAPS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 5 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S, M 8 hours V, S, M 8 hours V, S Instantaneous
hour
four or more arrows or bolts either a pinch of dried carrot or an agate You sense the presence of any trap within range
You touch a willing beast. For the duration of the that is within line of sight. A trap, for the purpose
spell, you can use your action to see through the You plant four pieces of nonmagical ammunition You touch a willing creature to grant it the ability of this spell, includes anything that would in ict
beast's eyes and hear what it hears, and continue - arrows or crossbow bolts - in the ground within to see in the dark. For the duration, that creature a sudden or unexpected effect you consider
to do so until you use your action to return to range and lay magic upon them to protect an has darkvision out to a range of 60 feet. harmful or undesirable, which was speci cally
your normal senses. area. Until the spell ends, whenever a creature intended as such by its creator. Thus, the spell
other than you comes within 30 feet of the would sense an area affected by the alarm spell, a
ammunition for the rst time on a turn or ends glyph of warding, or a mechanical pit trap, but it
its turn there, one piece of ammunition ies up would not reveal a natural weakness in the oor,
to strike it. The creature must succeed on a an unstable ceiling, or a hidden sinkhole.
Dexterity saving throw or take 1d6 piercing This spell merely reveals that a trap is present.
damage. The piece of ammunition is then You don't learn the location of each trap, but you
destroyed. The spell ends when no ammunition do learn the general nature of the danger posed
remains. by a trap you sense.
When you cast this spell, you can designate any
creatures you choose, and the spell ignores
them.
At Higher Levels: 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 2nd.

Ranger 2nd level Divination Ranger 2nd level Transmutation Ranger 2nd level Transmutation Ranger 2nd level Divination

LESSER RESTORATION LOCATE ANIMALS OR PLANTS (RITUAL) LOCATE OBJECT PASS WITHOUT TRACE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
minutes hour
You touch a creature and can end either one a bit of fur from a bloodhound
disease or one condition af icting it. The a forked twig ashes from a burned leaf of mistletoe and a sprig of
condition can be blinded, deafened, paralyzed, or Describe or name a speci c kind of beast or spruce
poisoned. plant. Concentrating on the voice of nature in Describe or name an object that is familiar to
your surroundings, you learn the direction and you. You sense the direction to the object's A veil of shadows and silence radiates from you,
distance to the closest creature or plant of that location, as long as that object is within 1,000 masking you and your companions from
kind within 5 miles, if any are present. feet of you. If the object is in motion, you know detection. For the duration, each creature you
the direction of its movement. choose within 30 feet of you (including you) has a
The spell can locate a speci c object known to +10 bonus to Dexterity (Stealth) checks and
you, as long as you have seen it up close - within can't be tracked except by magical means. A
30 feet - at least once. Alternatively, the spell can creature that receives this bonus leaves behind
locate the nearest object of a particular kind, no tracks or other traces of its passage.
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon.
This spell can't locate an object if any thickness
of lead, even a thin sheet, blocks a direct path
between you and the object.

Ranger 2nd level Abjuration Ranger 2nd level Divination Ranger 2nd level Divination Ranger 2nd level Abjuration

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PROTECTION FROM POISON SILENCE (RITUAL) SPIKE GROWTH CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 150 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 1
minutes minutes hour
You touch a creature. If it is poisoned, you
neutralize the poison. If more than one poison For the duration, no sound can be created within seven sharp thorns or seven small twigs, each You summon fey spirits that take the form of beasts
af icts the target, you neutralize on poison that or pass through a 20-foot-radius sphere sharpened to a point and appear in unoccupied spaces that you can see
you know is present, or you neutralize one at centered on a point you choose within range. within range. Choose one of the following options for
Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a what appears.
random. • One beast of challenge rating 2 or lower
For the duration, the target has advantage on is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes • Two beasts of challenge rating 1 or lower
saving throws against being poisoned, and it has deafened while entirely inside it. Casting a spell and thorns. The area becomes dif cult terrain • Four beasts of challenge rating 1/2 or lower
resistance to poison damage. that includes a verbal component is impossible for the duration. When a creature moves into or • Eight beasts of challenge rating 1/4 or lower
there. within the area, it takes 2d4 piercing damage for Each beast is also considered fey, and it disappears
every 5 feet it travels. when it drops to 0 hit points or when the spell ends.
The transformation of the ground is The summoned creatures are friendly to you and your
camou aged to look natural. Any creature that companions. Roll initiative for the summoned
can't see the area at the time the spell is case creatures as a group, which has its own turns. They
must make a Wisdom (Perception) check against obey any verbal commands that you issue to them (no
action required by you). If you don't issue any
your spell save DC to recognize the terrain as commands to them, they defend themselves from
hazardous before entering it. hostile creatures, but otherwise take no actions. The
DM has the creatures' statistics.
At Higher Levels: When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, and more creatures appear
- twice as many with a 5th-level slot, three times as
many with a 7th-level slot, and four times as many
with a 9th-level slot.

Ranger 2nd level Abjuration Ranger 2nd level Illusion Ranger 2nd level Transmutation Ranger 3rd level Conjuration

CONJURE BARRAGE DAYLIGHT LIGHTNING ARROW NONDETECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 60 feet 1 bonus action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 hour V, S Concentration, up to 1 V, S, M 8 hours
minute
one piece of ammunition or a thrown weapon A 60-foot-radius sphere of light spreads out a pinch of diamond dust worth 25 gp sprinkled over
from a point you choose within range. The The next time you make a ranged weapon attack the target, which the spell consumes
You throw a nonmagical weapon or re a piece of sphere is bright light and sheds dim light for an during the spell's duration, the weapon's
nonmagical ammunition into the air to create a additional 60 feet. ammunition, or the weapon itself if it's a thrown For the duration, you hide a target that you
cone of identical weapons that shoot forward If you chose a point on an object you are holding weapon, transforms into a bolt of lightning. Make touch from divination magic. The target can be a
and then disappear. Each creature in a 60-foot or one that isn't being worn or carried, the light the attack roll as normal. The target takes 4d8 willing creature or a place or an object no larger
cone must succeed on a Dexterity saving throw. shines from the object with and moves with it. lightning damage on a hit, or half as much than 10 feet in any dimension. The target can't
A creature takes 3d8 damage on a failed save, or Completely covering the affected object with an damage on a miss, instead of the weapon's be targeted by any divination magic or perceived
half as much damage on a successful one. The opaque object, such as a bowl or a helm, blocks normal damage. through magical scrying sensors.
damage type is the same as that of the weapon the light. Whether you hit or miss, each creature within 10
or ammunition used as a component. If any of this spell's area overlaps with an area of feet of the target must make a Dexterity saving
darkness created by a spell of or lower, the spell throw. Each of these creatures takes 2d8
that created the darkness is dispelled. 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 Levels: 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.

Ranger 3rd level Conjuration Ranger 3rd level Evocation Ranger 3rd level Transmutation Ranger 3rd level Abjuration

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PLANT GROWTH PROTECTION FROM ENERGY SPEAK WITH PLANTS WATER BREATHING (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action or 8 hours 150 feet 1 action Touch 1 action Self (30-foot radius) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S 10 minutes V, S, M 24 hours
hour
This spell channels vitality into plants within a You imbue plants within 30 feet of you with limited a short reed or piece of straw
speci c area. There are two possible uses for the For the duration, the willing creature you touch sentience and animation, giving them the ability to
spell, granting either immediate or long-term has resistance to one damage type of your communicate with you and follow your simple This spell grants up to ten willing creatures you
bene ts. choice: acid, cold, re, lightning, or thunder. commands. You can question plants about events in can see within range the ability to breathe
the spell's area within the past day, gaining underwater until the spell ends. Affected
If you cast this spell using 1 action, choose a information about creatures that have passed,
point within range. All normal plants in a 100- weather, and other circumstances. creatures also retain their normal mode of
foot radius centered on that point become thick You can also turn dif cult terrain caused by plant respiration.
and overgrown. A creature moving through the growth (such as thickets and undergrowth) into
area must spend 4 feet of movement for every 1 ordinary terrain that lasts for the duration. Or you can
foot it moves. turn ordinary terrain where plants are present into
You can exclude one or more areas of any size dif cult terrain that lasts for the duration, causing
within the spell's area from being affected. vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your
If you cast this spell over 8 hours, you enrich the behalf, at the DM's discretion. The spell doesn't enable
land. All plants in a half-mile radius centered on a plants to uproot themselves and move about, but they
point within range become enriched for 1 year. can freely move branches, tendrils, and stalks.
The plants yield twice the normal amount of If a plant creature is in the area, you can communicate
food when harvested. with it as if you shared a common language, but you
gain no magical ability to in uence it.
This spell can cause the plants created by the entangle
spell to release a restrained creature.

Ranger 3rd level Transmutation Ranger 3rd level Abjuration Ranger 3rd level Transmutation Ranger 3rd level Transmutation

WATER WALK (RITUAL) WIND WALL CONJURE WOODLAND BEINGS [1/2] CONJURE WOODLAND BEINGS [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
a piece of cork
a tiny fan and a feather of exotic origin one holly berry per creature summoned one holly berry per creature summoned
This spell grants the ability to move across any
liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point You summon fey creatures that appear in unoccupied a 6th-level slot and three times as many with an
quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to spaces that you can see within range. Choose one of 8th-level slot.
ground (creatures crossing molten lava can still 50 feet long, 15 feet high, and 1 foot thick. You can the following options for what appears.
shape the wall in any way you choose so long as it • One fey creature of challenge rating 2 or lower
take damage from the heat). Up to ten willing makes one continuous path along the ground. The wall • Two fey creatures of challenge rating 1 or lower
creatures you can see within range gain this lasts for the duration. • Four fey creatures of challenge rating 1/2 or lower
ability for the duration. When the wall appears, each creature within its area • Eight fey creatures of challenge rating 1/4 or lower
If your target a creature submerged in a liquid, must make a Strength saving throw. A creature takes A summoned creature disappears when it drops to 0
the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as hit points or when the spell ends.
liquid at a rate of 60 feet per round. much damage on a successful one. The summoned creatures are friendly to you and your
The strong wind keeps fog, smoke, and other gases at companions. Roll initiative for the summoned
bay. Small or smaller ying creatures or objects can't creatures as a group, which have their own turns. They
pass through the wall. Loose, lightweight materials obey any verbal commands that you issue to them (no
brought into the wall y upward. Arrows, bolts, and action required by you). If you don't issue any
other ordinary projectiles launched at targets behind commands to them, they defend themselves from
the wall are de ected upward and automatically miss. hostile creatures, but otherwise take no actions.
(Boulders hurled by giants or siege engines, and The DM has the creatures' statistics.
similar projectiles, are unaffected.) Creatures in At Higher Levels: When you cast this spell using
gaseous form can't pass through it. certain higher-level spell slots, you choose one of the
summoning options above, and more creatures appear
- twice as many with

Ranger 3rd level Transmutation Ranger 3rd level Evocation Ranger 4th level Conjuration Ranger 4th level Conjuration

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FREEDOM OF MOVEMENT GRASPING VINE LOCATE CREATURE STONESKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 30 feet 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
a leather strap, bound around the arm or a similar
appendage You conjure a vine that sprouts from the ground a bit of fur from a bloodhound diamond dust worth 100 gp, which the spell
in an unoccupied space of your choice that you consumes
You touch a willing creature. For the duration, can see within range. When you cast this spell, Describe or name a creature that is familiar to
the target's movement is unaffected by dif cult you can direct the vine to lash out at a creature you. You sense the direction to the creature's This spell turns the esh of a willing creature you
terrain, and spells and other magical effects can within 30 feet of it that you can see. That location, as long as that creature is within 1,000 touch as hard as stone. Until the spell ends, the
neither reduce the target's speed nor cause the creature must succeed on a Dexterity saving feet of you. If the creature is moving, you know target has resistance to nonmagical bludgeoning,
target to be paralyzed or restrained. throw or be pulled 20 feet directly toward the the direction of its movement. piercing, and slashing damage.
The target can also spend 5 feet of movement to vine. The spell can locate a speci c creature known to
automatically escape from nonmagical Until the spell ends, you can direct the vine to you, or the nearest creature of a speci c kind
restraints, such as manacles or a creature that lash out at the same creature or another one as a (such as a human or a unicorn), so long as you
has it grappled. Finally, being underwater bonus action on each of your turns. have seen such a creature up close - within 30
imposes no penalties on the target's movement feet - at least once. If the creature you described
or attacks. or named is in a different form, such as being
under the effects of a polymorph spell, this spell
doesn't locate the creature.
This spell can't locate a creature if running water
at least 10 feet wide blocks a direct path
between you and the creature.

Ranger 4th level Abjuration Ranger 4th level Conjuration Ranger 4th level Divination Ranger 4th level Abjuration

COMMUNE WITH NATURE (RITUAL) CONJURE VOLLEY SWIFT QUIVER TREE STRIDE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action 150 feet 1 bonus action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute
You brie y become one with nature and gain one piece of ammunition or one thrown weapon
knowledge of the surrounding territory. In the a quiver containing at least one piece of ammunition You gain the ability to enter a tree and move
outdoors, the spell gives you knowledge of the You re a piece of nonmagical ammunition from from inside it to inside another tree of the same
land within 3 miles of you. In caves and other a ranged weapon or throw a nonmagical weapon You transmute your quiver so it produces an kind within 500 feet. Both trees must be living
natural underground settings, the radius is into the air and choose a point within range. endless supply of nonmagical ammunition, which and at least the same size as you. You must use 5
limited to 300 feet. The spell doesn't function Hundreds of duplicates of the ammunition or seems to leap into your hand when you reach for feet of movement to enter a tree. You instantly
where nature has been replaced by construction, weapon fall in a volley from above and then it. know the location of all other trees of the same
such as in dungeons and towns. disappear. Each creature in a 40-foot-radius. 20- On each of your turns until the spell ends, you kind within 500 feet and, as part of the move
You instantly gain knowledge of up to three facts foot-high cylinder centered on that point must can use a bonus action to make two attacks with used to enter the tree, can either pass into one of
of your choice about any of the following make a Dexterity saving throw. A creature takes a weapon that uses ammunition from the quiver. those trees or step out of the tree you're in. You
subjects as they relate to the area: 8d8 damage on a failed save, or half as much Each time you make such a ranged attack, your appear in a spot of your choice within 5 feet of
• terrain and bodies of water damage on a successful one. The damage type is quiver magically replaces the piece of the destination tree, using another 5 feet of
• prevalent plants, minerals, animals, or peoples the same as that of the ammunition or weapon. ammunition you used with a similar piece of movement. If you have no movement left, you
• powerful celestials, fey, ends, elementals, or nonmagical ammunition. Any pieces of appear within 5 feet of the tree you entered.
undead ammunition created by this spell disintegrate You can use this transportation ability once per
• in uence from other planes of existence when the spell ends. If the quiver leaves your round for the duration. You must end each turn
• buildings. possession, the spell ends. outside a tree.
For example, you could determine the location of
powerful undead in the area, the location of
major sources of safe drinking water, and the
location of any nearby towns.

Ranger 5th level Divination Ranger 5th level Conjuration Ranger 5th level Transmutation Ranger 5th level Conjuration

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ABSORB ELEMENTS BEAST BOND ZEPHYR STRIKE FLAME ARROWS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 action Touch 1 bonus action Self 1 action Touch
when you take acid, cold,
re, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
damage V, S, M Concentration, up to 10 V Concentration, up to 1 V, S Concentration, up to 1
minutes minute hour
COMPONENTS DURATION
S 1 round a bit of fur wrapped in a cloth You move like the wind. Until the spell ends, your You touch a quiver containing arrows or bolts.
movement doesn't provoke opportunity attacks. When a target is hit by a ranged weapon attack
The spell captures some of the incoming energy, You establish a telepathic link with one beast you Once before the spell ends, you can give yourself using a piece of ammunition drawn from the
lessening its effect on you and storing it for your touch that is friendly to you or charmed by you. advantage on one weapon attack roll on your quiver, the target takes an extra 1d6 re damage.
next melee attack. You have resistance to the The spell fails if the beast's Intelligence is 4 or turn. That attack deals an extra 1d8 force The spell's magic ends on the piece of
triggering damage type until the start of your higher. Until the spell ends, the link is active damage on a hit. Whether you hit or miss, your ammunition when it hits or misses, and the spell
next turn. Also, the rst time you hit with a while you and the beast are within line of sight of walking speed increases by 30 feet until the end ends when twelve pieces of ammunition have
melee attack on your next turn, the target takes each other. Through the link, the beast can of that turn. been drawn from the quiver.
an extra 1d6 damage of the triggering type, and understand your telepathic messages to it, and it At Higher Levels: When you cast this spell
the spell ends. can telepathically communicate simple emotions using a spell slot of 4th level or higher, the
At Higher Levels: When you cast this spell and concepts back to you. While the link is number of pieces of ammunition you can affect
using a spell slot of 2nd level or higher, the extra active, the beast gains advantage on attack rolls with this spell increases by two for each slot level
damage increases by 1d6 for each slot level against any creature within 5 feet of you that above 3rd.
above 1st. you can see.

Ranger (XGE) 1st level Abjuration Ranger (XGE) 1st level Divination Ranger (XGE) 1st level Transmutation Ranger (XGE) 3rd level Transmutation

DISGUISE SELF ROPE TRICK FEAR GREATER INVISIBILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action Self (30-foot cone) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S, M 1 hour V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute
You make yourself, including your clothing, armor, powdered corn extract and a twisted loop of
weapons, and other belongings on your person, look parchment a white feather or the heart of a hen You or a creature you touch becomes invisible
different until the spell ends or until you use your until the spell ends. Anything the target is
action to dismiss it. You can seem 1 foot shorter or You touch a length of rope that is up to 60 feet You project a phantasmal image of a creature's wearing or carrying is invisible as long as it is on
taller and can appear thin, fat, or in between. You can't long. One end of the rope then rises into the air worst fears. Each creature in a 30-foot cone the target's person.
change your body type, so you must adopt a form that must succeed on a Wisdom saving throw or drop
has the same basic arrangement of limbs. Otherwise, until the whole rope hangs perpendicular to the
the extent of the illusion is up to you. ground. At the upper end of the rope, an invisible whatever it is holding and become frightened for
The changes wrought by this spell fail to hold up to entrance opens to an extradimensional space the duration.
physical inspection. For example, if you use this spell that lasts until the spell ends. While frightened by this spell, a creature must
to add a hat to your out t, objects pass through the The extradimensional space can be reached by take the Dash action and move away from you by
hat, and anyone who touches it would feel nothing or climbing to the top of the rope. The space can the safest available route on each of its turns,
would feel your head and hair. If you use this spell to hold as many as eight Medium or smaller unless there is nowhere to move. If the creature
appear thinner than you are, the hand of someone creatures. The rope can be pulled into the space, ends its turn in a location where it doesn't have
who reaches out to touch you would bump into you line of sight to you, the creature can make a
while it was seemingly still in midair. making the rope disappear from view outside the
To discern that you are disguised, a creature can use space. Wisdom saving throw. On a successful save, the
its action to inspect your appearance and must Attacks and spells can't cross through the spell ends for that creature.
succeed on an Intelligence (Investigation) check entrance into or out of the extradimensional
against your spell save DC. space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.
Anything inside the extradimensional space
drops out when the spell ends.

Ranger (Gloom Stalker) 1st level Illusion Ranger (Gloom Stalker) 2nd level Transmutation Ranger (Gloom Stalker) 3rd level Illusion Ranger (Gloom Stalker) 4th level Illusion

/
SEEMING [1/2] SEEMING [2/2] MISTY STEP HASTE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 bonus action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S 8 hours V Instantaneous V, S, M Concentration, up to 1
minute
This spell allows you to change the appearance of any (Investigation) check against your spell save DC. Brie y surrounded by silvery mist, you teleport
number of creatures that you can see within range. If it succeeds, it becomes aware that the target is up to 30 feet to an unoccupied space that you a shaving of licorice root
You give each target you choose a new, illusory disguised. can see.
appearance. An unwilling target can make a Charisma Choose a willing creature that you can see within
saving throw, and if it succeeds, it is unaffected by this range. Until the spell ends, the target's speed is
spell. doubled, it gains a +2 bonus to AC, it has
The spell disguises physical appearances as well as advantage on Dexterity saving throws, and it
clothing, armor, weapons, and equipment. You can
make each creature seem 1 foot shorter or taller and gains an additional action on each of its turns.
appear thin, fat, or in-between. You can't change a That action can be used only to take the Attack
target's body type, so you must choose a form that has (one weapon attack only), Dash, Disengage,
the same basic arrangement of limbs. Otherwise, the Hide, or Use an Object action.
extent of the illusion is up to you. The spell lasts for When the spell ends, the target can't move or
the duration, unless you use your action to dismiss it take actions until after its next turn, as a wave of
sooner. lethargy sweeps over it.
The changes wrought by this spell fail to hold up to
physical inspections. For example, if you use this spell
to add a hat to a creature's out t objects pass through
the hat, and anyone who touches it would feel nothing
or would feel the creature's head and hair. If you use
this spell to appear thinner then you are, the hand of
someone who reaches out to touch you would bump
into you while it was seemingly still in midair.
A creature can use its action to inspect a target and
make an Intelligence

Ranger (Gloom Stalker) 5th level Illusion Ranger (Gloom Stalker) 5th level Illusion Ranger (Horizon Walker) 2nd level Conjuration Ranger (Horizon Walker) 3rd level Transmutation

TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2] PROTECTION FROM EVIL AND GOOD BANISHMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, M 1 round V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
minutes minute
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with
50 gp, which the spell consumes 50 gp, which the spell consumes holy water or powdered silver and iron, which the an item distasteful to the target
spell consumes You attempt to send one creature that you can see
As you cast the spell, you draw a 10-foot-diameter minute.
circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle Until the spell ends, one willing creature you within range to another place of existence. The target
location to a permanent teleportation circle of your touch is protected against certain types of must succeed on a Charisma saving throw or be
by casting this spell in the same location every banished.
choice whose sigil sequence you know and that is on day for one year. You need not use the circle to creatures - aberrations, celestials, elementals,
the same plane of existence as you. A shimmering If the target is native to the plane of existence you're
portal opens within the circle you drew and remains teleport when you cast the spell in this way. fey, ends, and undead. on, you banish the target to a harmless demiplane.
open until the end of your next turn. Any creature that The protection grants several bene ts. While there, the target is incapacitated. The target
enters the portal instantly appears within 5 feet of the Creatures of those types have disadvantage on remains there until the spell ends, at which point the
destination circle or in the nearest unoccupied space if attack rolls against the target. The target also target reappears in the space it left or in the nearest
that space is occupied. can't be charmed, frightened, or possessed by unoccupied space if that space is occupied.
Many major temples, guilds, and other important them. If the target is already charmed, If the target is native to a different plane of existence
places have permanent teleportation circles inscribed frightened, or possessed by such a creature, the that the one you're on, the target is banished with a
somewhere within their con nes. Each such circle faint popping noise, returning to its home plane. If the
target has advantage on any new saving throw spell ends before 1 minute has passed, the target
includes a unique sigil sequence - a string of magical against the relevant effect.
runes arranged in a particular pattern. When you rst reappears in the space it left or in the nearest
gain the ability to cast this spell, you learn the sigil unoccupied space if that space is occupied. Otherwise,
sequences for two destinations on the Material Plane, the target doesn't return.
determined by the DM. You can learn additional sigil At Higher Levels: When you cast this spell using a
sequences during your adventures. You can commit a spell slot of 5th level or higher, you can target one
new sigil sequence to memory after studying it for 1 additional creature for each slot level above 4th.

Ranger (Horizon Walker) 5th level Conjuration Ranger (Horizon Walker) 5th level Conjuration Ranger (Horizon Walker)(Monster 1st level Abjuration
Slayer) Ranger (Horizon Walker)(Monster4th level Abjuration
Slayer)

/
ZONE OF TRUTH MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2] HOLD MONSTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 minute 10 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M 1 hour V, S, M 1 hour V, S, M Concentration, up to 1
minute
You create a magical zone that guards against holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at
deception in a 15-foot-radius sphere centered least 100 gp, which the spell consumes least 100 gp, which the spell consumes a small, straight piece of iron
on a point of your choice within range. Until the
spell ends, a creature that enters the spell's area You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the Choose a creature that you can see within range.
for the rst time on a turn or starts its turn there magical energy centered on a point on the ground that duration increases by 1 hour for each slot level The target must succeed on a Wisdom saving
must make a Charisma saving throw. On a failed you can see within range. Glowing runes appear above 3rd. throw or be paralyzed for the duration. This spell
wherever the cylinder intersects with the oor or has no effect on undead. At the end of each of its
save, a creature can't speak a deliberate lie while other surface.
in the radius. You know whether each creature turns, the target can make another Wisdom
Choose one or more of the following types of saving throw. On a success, the spell ends on the
succeeds or fails on its saving throw. creatures - celestials, elementals, fey, ends, or
An affected creature is aware of the spell and undead. The circle affects a creature of the chosen target.
can thus avoid answering questions to which it type in the following ways. At Higher Levels: When you cast this spell
would normally respond with a lie. Such • The creature can't willingly enter the cylinder by using a spell slot of 6th level or higher, you can
creatures can be evasive in its answers as long as nonmagical means. If the creature tries to use target on additional creature for each slot level
it remains within the boundaries of the truth. teleportation or interplanar travel to do so, it must above 5th. The creatures must be within 30 feet
rst succeed on a Charisma saving throw. of each other when you target them.
• The creature has disadvantage on attack rolls
against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell

Ranger 2nd level Enchantment Ranger (Monster Slayer) 3rd level Abjuration Ranger (Monster Slayer) 3rd level Abjuration Ranger (Monster Slayer) 5th level Enchantment

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