0% found this document useful (0 votes)
24 views2 pages

Ranger Spells

Uploaded by

kingdavisonx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views2 pages

Ranger Spells

Uploaded by

kingdavisonx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

-Abilities:

- Natural Explorer: ability to move stealthily while moving at normal speed


- Primeval Awareness: You can use an action to sense a specific creature
-Extra Attack: When you take the Attack action on your turn, you can attack twice
instead of once.

-Cantrips:
-Thorn Whip
Casting Time: 1 action, Duration: Instantaneous
Effect: You create a long, vine-like whip. On a hit, the target takes 2d6 piercing
damage and has +5 attack bonus. if the target is a creature, you can pull the target
up to 10 feet closer to you.

-Guidance (level 1 cantrip, does not scale)


Casting Time: 1 action, Duration: Concentration, up to 1 minute
1.When you cast Guidance, you touch a willing creature and bestow upon it the
ability to add a d4 to one ability check of its choice within the next minute.
2. Not for Attack Rolls or Saving Throws: The bonus only applies to ability checks,
not attack rolls or saving throws.

-Spells and spell slots:


-Spellcasting ability: You have four level 1 spell slots and two level 2 spell slots.
intelligence is your spellcasting ability, the saving throw dc to resist is 13 when
casting a spell. +5 attack bonus when attacking with spells

-Hunters mark (Must use Bow, does not scale)


Casting Time: 1 bonus action, Duration: concentration, up to 1 hour
When you cast Hunter's Mark, you choose a creature you can see within range.
This spell marks that creature for the duration of the spell.
Effect:
1.Extra Damage: When you hit the marked target with a weapon attack,
you deal an extra 2d6 damage.
2.If the marked target drops to 0 hit points before the spell ends, you can use a
bonus action to mark a new target.
3.Concentration: Since it requires concentration, you cannot maintain it alongside
other concentration spells.

-Cure wound (level 1 spell, scales)


Casting time: 1 action, duration: Instant
Effect: A creature you touch regains a number of hit points equal to 1d8+2 (2d8 if
cast as a level 2 spell)

-Aid (level 2 spell)


Casting Time: 1 action, Duration: 8 hours
Effects: Hit Point Increase: Each affected creature gains 5 temporary hit points.

-Pass Without Trace (level 2 spell)


Casting Time: 1 action, Range: Self, Duration: Concentration, up to 1 hour
Effect: Bonus to Stealth: Each creature you choose within the area gains a +10
bonus to Dexterity (Stealth) checks. This dexterity buff is only for when using
stealth/hide action

You might also like