Image: Midjourney

Ranger

Source: UA Revised Ranger (SCAR Version)

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.


After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.


Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.


Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.


Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.


This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.


What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Some rangers who focus on two-weapon fighting make Strength higher than Dexterity. Second, choose the Outlander, or similar background.

Features Table

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Primeval Awareness, Ranger Subclass 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Greater Favored Enemy 4 4 2
7th +3 Ranger Subclass Feature 5 4 3
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3
9th +4 6 4 3 2
10th +4 Hide in Plain Sight 6 4 3 2
11th +4 Ranger Subclass Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish 8 4 3 3 1
15th +5 Ranger Subclass Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 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 + CON modifier
  • Hit Points at Higher Levels: 6 + CON modifier per Ranger level
Proficiencies
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Select 1 Simple weapon of choice, and 2 Martial weapons of choice.
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, monstrous humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. Choose one of the following terrains when you get this ability, granting additional benefits.

  1. Civilization (towns, cities, man-made structures that are not ruins)
  2. Natural Overground (mountains, fields, woods, tundra)
  3. Natural Underground (caves, tunnels, subterranean environments)


While in your chosen terrain, you gain the following:

  1. You ignore non-magical difficult terrain.
  2. You have advantage on initiative rolls.
  3. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  4. Difficult terrain doesn’t slow your group’s travel.
  5. Your group can’t become lost except by magical means.
  6. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  7. If you are traveling alone, you can move stealthily at a normal pace.
  8. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.


Defense

While you are wearing armor, you gain a +1 bonus to AC.


Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.


Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.


The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.


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

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.


You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.


You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Ranger Archetype

At 3rd level, you choose to emulate the ideals and training of a ranger archetype. See the available options listed below. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.


Additionally, a number of times per day equal to half your Wisdom modifier (rounded down), you can use your reaction to gain advantage on a saving throw against a spell or abilities used by a greater favored enemy. These charges replenish at the end of a long rest.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.


When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. In addition, once per long rest when using this ability, you can choose to become Invisible until the end of your next turn.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.


You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Multiclassing

For full rules on Multiclassing a PHB class, see D&D 5th Edition Multiclassing Rules.


Any multi-class option must be discussed with Dungeon Masters before being accepted. This may be allowed for story or in-game reasons, but not level or ability dips. Homebrew classes in particular generally provide unique mechanics that should not be abused. We require evolved reasons from character development during the server to obtain them.

Ranger Archetypes (Subclasses)

The ideal of the ranger has classic expressions.

Gloom Stalker Conclave (Subclass)

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 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.


Gloom Stalker Spells
Ranger LevelSpells
3rdDisguise Self
5thRope Trick
9thFear
13thGreater Invisibility
17thSeeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.


At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.


You are also adept at evading creatures that rely on darkvision. While in complete darkness with no sources of light, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in 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. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Hunter Conclave (Subclass)

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 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.


Hunter Spells
Ranger LevelSpells
3rdFog Cloud
5thSee Invisibility
9thConjure Animals
13thHallucinatory Terrain
17thTree Stride

Hunter's Prey

At 3rd level, you gain access to the following.


Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, you can use your reaction to cause the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.


Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


Horde Breaker. Once on each of your turns when you make a weapon attack, you can use your reaction to make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain access to one of the following features per long rest. At the end of a long rest, choose one of the features below. This lasts until your next long rest.


Escape the Horde. Opportunity attacks against you are made with disadvantage.


Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.


Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice. This cannot be changed.


Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target


Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice. This cannot be changed.


Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail


Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.


Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Slayer Conclave (Subclass)

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 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 LevelSpells
3rdProtection from Evil and Good
5thZone of Truth
9thMagic Circle
13thBanishment
17thHold Monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 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.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.


This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

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 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Spirit Walker Conclave (Subclass)

The Spirit Walker draws its power from the spiritual world and the creatures that inhabit it. These rangers have a deep connection to the spirits, allowing them to harness their power and channel it into their hunting and fighting techniques. Spirit Walker Rangers often work in harmony with the natural world, using their connection to the spirits and the land to track prey and protect the environment. Spirit Walker Rangers are often seen as mystics and wanderers, with a deep reverence for the natural world and the spirits that inhabit it.

Spirit Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit 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.


Spirit Walker Spells
Ranger LevelSpells
3rdProtection from Evil and Good
5thHealing Spirit
9thSpirit Guardians
13thDeath Ward
17thAntilife Shell

Detect Spirits

At 3rd level, you gain an additional Favored Enemy of undead.

Spirit Warrior

At 3rd level, you learn to draw on the energy of the the spirits around you. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

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.

Spiritual Resistance

At 11th level, you gain resistance to necrotic damage, and cannot be turned or possessed by undead creatures. Additionally, you gain advantage on saving throws against spells and effects that would charm, frighten, or possess you.

Spectral Defense

At 15th level, your ability to commune with the spiritual world, grants you additional defenses and insight into attacks. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Spellbook

Lvl
Name
Casting Time
Duration
Range/Area
Attack/Save
Damage/Effect
Absorb Elements 1st level abjuration
Casting Time: 1 Reaction *
Range / Area: Self
Components: S
Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. * - which you take when you take acid, cold, fire, lightning, or thunder damage
Alarm 1st level abjuration
Casting Time: 1 Minute (Ritual)
Range / Area: 30 ft
Components: V S M (a tiny bell and a piece of fine silver wire)
Duration: 8 Hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Animal Friendship 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a morsel of food)
Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Beast Bond 1st level divination
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a bit of fur wrapped in a cloth)
Duration: Concentration, up to 10 Minutes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Cure Wounds 1st level evocation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Detect Magic 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self sphere 30 ft
Components: V S
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self sphere 30 ft
Components: V S M (a yew leaf)
Duration: Concentration, up to 10 Minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ensnaring Strike 1st level conjuration
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its 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 h igher, the damage increases by 1d6 for each slot level above 1 st.
Entangle 1st level conjuration
Casting Time: 1 Action
Range / Area: 90 ft square 20 ft
Components: V S
Duration: Concentration, up to 1 Minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Faceless Wanderer 1st level enchantment
Casting Time: 1 Minute
Range / Area: Self
Components: V S M (a sprig of tumbleweed)
Duration: 10 Minutes

While under the effects of this spell, nobody you encounter will remember your specific physical features once you have left their presence. Upon recollection, you will appear in their memories as someone with your vague shape and a blurred face. A creature with Truesight may remember additional details, and beings of deific power can choose not to be affected.

Fog Cloud 1st level conjuration
Casting Time: 1 Action
Range / Area: 120 ft sphere 20 ft
Components: V S
Duration: Concentration, up to 1 Hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Goodberry 1st level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 8 hours of the casting of this spell. ♠

Hail of Thorns 1st level conjuration
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it 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 increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Hunter's Mark 1st level divination
Casting Time: 1 Bonus Action
Range / Area: 90 ft
Components: V
Duration: Concentration, up to 1 Hour
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 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. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can 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.
Jump 1st level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a grasshopper's hind leg)
Duration: 1 Minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Longstrider 1st level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a pinch of dirt)
Duration: 1 Hour
You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Phantom Charge 1st level illusion
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Instantaneous

You charge forth and several illusory copies of you made of divine energy charge forth as well. Until the end of this turn, you do not provoke attacks of opportunity. In addition, you gain advantage on your next attack made this round. Enemies are confused by the duplicates and have disadvantage on their attacks made against you until the start of your next turn.

Snare 1st level abjuration
Casting Time: 1 Minute
Range / Area: Touch
Components: S M (25 feet of rope, which the spell consumes)
Duration: 8 Hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or some— one else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Speak with Animals 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self
Components: V S
Duration: 10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Zephyr Strike 1st level transmutation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Aid 2nd level abjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a tiny strip of white cloth)
Duration: 8 Hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Animal Messenger 2nd level enchantment
Casting Time: 1 Action (Ritual)
Range / Area: 30 ft
Components: V S M (a morsel of food)
Duration: 24 Hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying 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 higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Barkskin 2nd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a handful of oak bark)
Duration: Concentration, up to 1 Hour
You touch a willing creature. Until 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.
Beast Sense 2nd level divination
Casting Time: 1 Action (Ritual)
Range / Area: Touch
Components: S
Duration: Concentration, up to 1 Hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Cordon of Arrows 2nd level transmutation
Casting Time: 1 Action
Range / Area: 5 ft
Components: V S M (four or more arrows or bolts)
Duration: 8 Hours
You plant four pieces of nonmagical ammunition - arrows or crossbow bolts-in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take ld6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. 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.
Created Path 2nd level conjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a lodestone)
Duration: Concentration, up to 1 Minute

You conjure a shadowy road of dark mist or a tangle of vines and rocks between points to create a bridge or path where there was none before. This can bridge a chasm or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn't exist.

Darkvision 2nd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (either a pinch of dried carrot or an agate)
Duration: 8 Hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Enervating Strike 2nd level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: S M (a melee weapon you are proficient with worth at least 1 sp)
Duration: Instantaneous

You touch the weapon used in the spell's casting and imbue it with necrotic energy, after which you perform a powerful strike against a creature you can reach with the weapon. Make a melee attack against the target with the weapon used in the spell's casting. On a hit, the target suffers the weapon attack's normal effects and takes an additional 2d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 each slot level above 1st.

Enhance Ability 2nd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (fur or a feather from a beast)
Duration: Concentration, up to 1 Hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks. 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 / Area: 120 ft
Components: V S
Duration: Instantaneous
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Gale Force Slash 2nd level evocation
Casting Time: 1 Action
Range / Area: Self cone 15 ft
Components: V M (a bladed weapon worth at least 1 sp)
Duration: Instantaneous

You summon a vortex of harsh winds around your weapon and strike out at the enemies before you in a horizontal line of razor sharp wind. Each creature in a 15ft cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 3d8 force damage and is pushed back 10 ft. On a successful save, a creature takes half damage and is not pushed back.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8 for every spell level above 2nd.

Gust of Wind 2nd level evocation
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a legume seed)
Duration: Concentration, up to 1 Minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Healing Spirit 2nd level conjuration
Casting Time: 1 Bonus Action
Range / Area: 60 ft cube 5 ft
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. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). 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 by ME) for each slot level above 2nd.
Jailer of the Earth 2nd level conjuration
Casting Time: 1 Action
Range / Area: 60 ft cube 10 ft
Components: V S M (a sticky sapling)
Duration: Concentration, up to 1 Minute

You summon a force of roots and earth that takes the vague shape of a humanoid. It rises from the ground in a space within range. When you cast the spell and as a bonus action on subsequent turns, you may command the jailer to wrap its roots around a creature within 10 feet of where the Jailer was casted. The creature must make a Strength saving throw or be restrained. The jailer cannot move outside of the space they arose from and can only restrain one target at a time. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success


At Higher Levels. When you cast this spell using a higher level spell slot, you may summon an additional force of roots at 4th (total of two jailers), 6th (total of three jailers), and 8th (total of four jailers).

Lesser Restoration 2nd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Locate Animals or Plants 2nd level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating 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 Object 2nd level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a forked twig)
Duration: Concentration, up to 10 Minutes
Describe or name an object that is familiar to you. You 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. The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, 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.
Magic Weapon 2nd level transmutation
Casting Time: 1 Bonus Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Pass Without Trace 2nd level abjuration
Casting Time: 1 Action
Range / Area: Self
Components: V S M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 Hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Protection from Poison 2nd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 1 Hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Silence 2nd level illusion
Casting Time: 1 Action (Ritual)
Range / Area: 120 ft sphere 20 ft
Components: V S
Duration: Concentration, up to 10 Minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Spike Growth 2nd level transmutation
Casting Time: 1 Action
Range / Area: 150 ft sphere 20 ft
Components: V S M
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 2d4 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.
Trick Shot 2nd level transmutation
Casting Time: 1 Action
Range / Area: 120 ft
Components: V
Duration: Concentration, up to 1 Minute

In an act of dramatic extravagance, fire a ranged weapon directly into the air with no particular target. The projectile soars up into the sky and out of sight. The spell fails if there is not sufficient space above you (at least 120 feet). At any point during the duration of this spell, you may use your reaction to call down the projectile and strike a target within range (120 feet from where you fired it). Make a ranged weapon attack with advantage against the target. This attack critically hits on a roll of 19-20. If you lose concentration or do not call down the attack before the spell ends, the ammunition harmlessly disappears.

Warden's Step 2nd level conjuration
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V S
Duration: Instantaneous

This spell allows you to intercept an attack made towards an ally using your own body. When a creature within 30 feet of you that you can see is the target of an attack, you can teleport to an unoccupied space within 5 feet of them, forcing the attack to be made against you instead.

*-which you take when you see a creature within range being attacked.

Warning Shout 2nd level divination
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V
Duration: 1 Minute

You sense danger before it happens and call out a warning. Up to two creatures you can see and that can hear you, gain advantage on their Initiative check made within 1 minute.

*- which you take immediately before a creature rolls Initiative.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of creatures effected increases by one for each slot level above 2nd.

Conjure Animals 3rd level conjuration
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. Sample creatures can be found below. 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. Sample Creatures CR Creature Name 0 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel 1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge 1/4 Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf 1/2 Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse 1 Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger 2 Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger
Conjure Barrage 3rd level conjuration
Casting Time: 1 Action
Range / Area: Self cone 60 ft
Components: V S M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 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.
Daylight 3rd level evocation
Casting Time: 1 Action
Range / Area: 60 ft sphere 60 ft
Components: V S
Duration: 1 Hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Elemental Weapon 3rd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack 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 or 6th level, the bonus to attack rolls i ncreases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage i ncreases to 3d4.
Flame Arrows 3rd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve 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.
Lightning Arrow 3rd level transmutation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V S
Duration: Concentration, up to 1 Minute
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 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 ld8 for each slot level above 3rd.
Meld into Stone 3rd level transmutation
Casting Time: 1 Action (Ritual)
Range / Area: Touch
Components: V S
Duration: 8 Hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Nondetection 3rd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 Hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Plant Growth 3rd level transmutation
Casting Time: Special
Range / Area: 150 ft
Components: V S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Protection from Energy 3rd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 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.
Revivify 3rd level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Speak with Plants 3rd level transmutation
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 10 Minutes
You 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. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Vengeful Roots 3rd level transmutation
Casting Time: 1 Action
Range / Area: 120 ft square 20 ft
Components: V S
Duration: Concentration, up to 1 Minute

The ground in a 20-foot square, centered on a point within range, causes foliage and roots to grab and strangles foes. The area becomes difficult terrain for the duration. For the duration, any creature which starts in the affected area or enters it on its turn must make a Strength save. On a failed save, a creature becomes restrained for the duration, and takes 2d6 piercing damage now and at the beginning of each of its turns while it remains so restrained. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success.


The affected 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.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the roots increases by 1d6 for each spell level above 2nd.

Warmth 3rd level conjuration
Casting Time: 1 Action
Range / Area: 10 ft sphere 10 ft
Components: V S
Duration: 1 Minute

You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1). Unconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range.

Water Breathing 3rd level transmutation
Casting Time: 1 Action (Ritual)
Range / Area: 30 ft
Components: V S M (a short reed or piece of straw)
Duration: 24 Hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk 3rd level transmutation
Casting Time: 1 Action (Ritual)
Range / Area: 30 ft
Components: V S M (a piece of cork)
Duration: 1 Hour

This 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). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Wind Wall 3rd level evocation
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 Minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Wolfsbane 3rd level abjuration
Casting Time: 1 Reaction *
Range / Area: 60 ft
Components: V S M (a handful of animal fur)
Duration: Instantaneous

Whenever a target creature uses a spell or effect that would change its form, that creature must make a Constitution saving throw. On a failure, the creature does not change shape and instead takes 4d6 psychic damage. The target's action is wasted, and if the shapechanging feature has limited uses, one use is expended.

*- which you may take when another creature uses a spell or effect to change its shape

Aero Barrage 4th level transmutation
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Instantaneous

You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several. You must denote all targets before casting the spell. Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th.

Atmospheric Adaptation 4th level transmutation
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a dried air bladder of a fish)
Duration: 8 Hours

This power grants up to ten willing creatures you can see within range the ability to breathe normally in environments lacking breathable air, such as being in a vacuum or underwater. This effect lasts for the duration. Affected creatures also retain their normal mode of respiration. This power does not provide immunity to environmental hazards such as aerial toxins, poisonous gasses, or powers that create similar harmful effects.

Conjure Woodland Beings 4th level conjuration
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (one holly berry per creature summoned)
Duration: Concentration, up to 1 Hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. You can see some sample creatures below. 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 6th-level slot and three times as many with an 8th-level slot. Sample Creatures CR Creature 1/4 Blink Dog, Sprite 1/2 Satyr 1 Dryad 2 Sea Hag
Dominate Beast 4th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Freedom of Movement 4th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 Hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Grasping Vine 4th level conjuration
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Guardian of Nature 4th level transmutation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: - Your walking speed increases by 10 feet. - You gain darkvision with a range of 120 feet. - You make Strength—based attack rolls with advantage. - Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: - You gain 10 temporary hit points. - You make Constitution saving throws with advantage. - You make Dexterity- and Wisdom-based attack rolls with advantage. - While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Ice Lance 4th level conjuration
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S M (must be touching at least 1 gallon of water)
Duration: Instantaneous

You touch a source of water, focusing and conjuring it into a form of a long lance, that freezes into a sheer piercing lance of ice. As a ranged spell attack you target a creature within range. On a hit the target takes 2d12 piercing damage. The target then makes a Constitution saving throw if hit or take 4d10 cold damage, half damage on a success.

Locate Creature 4th level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 Hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described 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
Reposition 4th level conjuration
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V
Duration: Instantaneous

You target up to three willing creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.

Stoneskin 4th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 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.
Commune with Nature 5th level divination
Casting Time: 1 Minute (Ritual)
Range / Area: Self
Components: V S
Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings 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.
Conjure Volley 5th level conjuration
Casting Time: 1 Action
Range / Area: 150 ft cylinder 40 ft
Components: V S M (one piece of ammunition or one thrown weapon)
Duration: Instantaneous
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Steel Wind Strike 5th level conjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: S M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Swift Quiver 5th level transmutation
Casting Time: 1 Bonus Action
Range / Area: Touch
Components: V S M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 Minute
You transmute your quiver s o i t produces a n 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, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. 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.
Tree Stride 5th level conjuration
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: Concentration, up to 1 Minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Wrath of Nature 5th level evocation
Casting Time: 1 Action
Range / Area: 120 ft cube 60 ft
Components: V S
Duration: Concentration, up to 1 Minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause. trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube 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. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.