Ranger Spells is a set of spells available to the Ranger class in the 5th edition of the Dungeons & Dragons roleplaying game. These spells are designed to complement the Ranger’s abilities as a skilled hunter, tracker, and wilderness explorer. Ranger spells often focus on nature-based magic, such as controlling animals, creating natural obstacles, and enhancing the Ranger’s physical abilities.
Check also: Paladin Spells 5e
Ranger Spells 5e
Ranger spells are divided into two categories. Ranger Spells and Ranger Ranger Conclave Spells. Ranger Spells are available to all Rangers, while Ranger Conclave Spells are unique to specific Ranger subclasses, such as the Hunter, Beast Master, and Horizon Walker.
Some popular Ranger spells include Hunter’s Mark, which allows the Ranger to deal extra damage to a target they mark; Goodberry, which creates a handful of berries that can restore hit points; and Pass Without Trace, which allows the Ranger and their allies to move stealthily through natural environments. Rangers can also choose spells from other classes’ spell lists as they level up, allowing them to customize their spellcasting abilities to fit their playstyle.
Level 1
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Absorb Elements | Abjuration | 1 Reaction | Self | 1 round | S |
Alarm | Abjuration | 1 Action R | 30 feet | 8 Hours | V, S, M |
Animal Friendship | Enchantment | 1 Action | 30 feet | 24 hours | V, S, M |
Beast Bond | Divination | 1 Action | Touch | Concentration, up to 1 minute | V, S, M |
Cure Wounds | Evocation | 1 Action | Touch | Instantaneous | V, S |
Detect Magic | Divination | 1 Action R | Self | Concentration, up to 10 minutes | V, S |
Detect Poison and Disease | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Ensnaring Strike | Conjuration | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Entangle | Conjuration | 1 Action | 90 feet | Concentration, up to 1 minute | V, S |
Fog Cloud | Conjuration | 1 Action | 120 feet | Concentration, up to 1 hour | V, S |
Goodberry | Transmutation | 1 Action | Touch | Instantaneous | V, S, M |
Hail of Thorns | Conjuration | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Hunter's Mark | Divination | 1 Bonus Action | 90 feet | Concentration, up to 1 hour | V |
Jump | Transmutation | 1 Action | Touch | 1 minute | V, S, M |
Longstrider | Transmutation | 1 Action | Touch | 1 hour | V, S, M |
Searing Smite | Evocation | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Snare | Abjuration | 1 Minute | Touch | Until dispelled or triggered | V, S, M |
Speak with Animals | Divination | 1 Action R | Self | 10 minutes | V, S |
Sudden Awakening (UA) | Enchantment | 1 Bonus Action | 10 feet | Instantaneous | V |
Wild Cunning (UA) | Transmutation | 1 Action R | 120 feet | Instantaneous | V, S |
Zephyr Strike | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Level 2
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Aid | Abjuration | 1 Action | 30 Feet | 8 hours | V, S, M |
Animal Messenger | Enchantment | 1 Action R | 30 Feet | 24 hours | V, S, M |
Barkskin | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Beast Sense | Divination | 1 Action R | Touch | Concentration, up to 1 hour | S |
Cordon of Arrows | Transmutation | 1 Action | 5 feet | 8 hours | V, S, M |
Darkvision | Transmutation | 1 Action | Touch | 8 hours | V, S, M |
Enhance Ability | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Find Traps | Divination | 1 Action | 120 feet | Instantaneous | V, S |
Gust of Wind | Evocation | 1 Action | Self (60-foot line) | Concentration, up to 1 minute | V, S, M |
Healing Spirit | Conjuration | 1 Bonus Action | 60 feet | Concentration, up to 1 minute | V, S |
Lesser Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S |
Locate Animals or Plants | Divination | 1 Action R | Self | Instantaneous | V, S, M |
Locate Object | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Magic Weapon | Transmutation | 1 Bonus Action | Touch | Concentration, up to 1 hour | V, S |
Pass Without Trace | Abjuration | 1 Action | Self | Concentration, up to 1 hour | V, S, M |
Protection from Poison | Abjuration | 1 Action | Touch | 1 hour | V, S |
Silence | Illusion | 1 Action R | 120 feet | Concentration, up to 10 minutes | V, S |
Spike Growth | Transmutation | 1 Action | 150 feet | Concentration, up to 10 minutes | V, S, M |
Summon Beast | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Level 3
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Ashardalon's Stride | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V,S |
Conjure Animals | Conjuration | 1 Action | 60 feet | Concentration, up to 1 hour | V, S |
Conjure Barrage | Conjuration | 1 Action | Self (60-foot cone) | Instantaneous | V, S, M |
Daylight | Evocation | 1 Action | 60 feet | 1 hour | V, S |
Elemental Weapon | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Flame Arrows | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Flame Stride (UA) | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S |
Freedom of the Waves (HB) | Conjuration HB | 1 action | 120 feet | Instantaneous | V, S, M |
Lightning Arrow | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S |
Meld into Stone | Transmutation | 1 Action R | Touch | 8 hours | V, S |
Nondetection | Abjuration | 1 Action | Touch | 8 hours | V, S, M |
Plant Growth | Transmutation | 1 Action or 8 Hours | 150 feet | Instantaneous | V, S |
Protection from Energy | Abjuration | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Revivify | Necromancy | 1 Action | Touch | Instantaneous | V, S, M |
Speak with Plants | Transmutation | 1 Action | Self (30-foot radius) | 10 minutes | V, S |
Summon Fey | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Water Breathing | Transmutation | 1 Action R | 30 feet | 24 hours | V, S, M |
Water Walk | Transmutation | 1 Action R | 30 feet | 1 hour | V, S, M |
Wind Wall | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Level 4
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Conjure Woodland Beings | Conjuration | 1 Action | 60 feet | Concentration, up to 1 hour | V, S, M |
Dominate Beast | Enchantment | 1 Action | 60 feet | Concentration, up to 1 minute | V, S |
Freedom of Movement | Abjuration | 1 Action | Touch | 1 hour | V, S, M |
Grasping Vine | Conjuration | 1 Bonus Action | 30 feet | Concentration, up to 1 minute | V, S |
Guardian of Nature | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Locate Creature | Divination | 1 Action | Self | Concentration, up to 1 hour | V, S, M |
Stoneskin | Abjuration | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Summon Elemental | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Level 5
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Commune with Nature | Divination | 1 Minute R | Self | Instantaneous | V, S |
Conjure Volley | Conjuration | 1 Action | 150 feet | Instantaneous | V, S, M |
Freedom of the Winds (HB) | Abjuration HB | 1 action | Self | Concentration up to 10 minutes | V, S, M |
Greater Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S, M |
Steel Wind Strike | Conjuration | 1 Action | 30 feet | Instantaneous | S, M |
Swift Quiver | Transmutation | 1 Bonus Action | Touch | Concentration, up to 1 minute | V, S, M |
Tree Stride | Conjuration | 1 Action | Self | Concentration, up to 1 minute | V, S |
Wrath Of Nature | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S |
FAQ’s
Q: Do rangers get spells 5E?
A: In D&D, the primary spellcasting class has different ranges that have the access to list out of the spells at a second different level. Rangers can access the spell which could use the abilities to focus on the ninja fantastic forest wizards on the magic that allows finding at the edge of their own.
Q: At what level can rangers use spells?
A: In the second level getting spell slots to casts a spell on level 1st at that point. The spellcasting features provide the complete fact on casting the spell to the rangers in technical ways. The level has got different features to focus on the rangers getting it from the spell.
Q: What abilities do rangers use?
A: The abilities of the rangers are cunning, wise, hardy, and perceptive to add to the skill of woodsmen. The people are skilled in some woodcraft, stealth, and wilderness survival of the beasty master, herbalism, and tracking abilities also included. They even have resistance to magic abilities.
Q: What spell list do Rangers use?
Ans:
- Hunter’s Mark (level 1)
- Goodberry (level 1)
- Absorb Elements (level 1)
- Fog Cloud (level 1)
- Zephyr Strike (level 1)
- Summon Beast (level 2)
- Spike Growth (level 2)
- Pass without Trace (level 2)
Most of the spells used by the rangers in 5e are given as follows. They often use these spells in level 1 which makes them make their wish.
Q. How does Ranger spell work 5E?
A: The ranger has to select the gain level from which it prepares the spells on the appropriate level to bring it up. This might get the most survivable things on using the spell from each day. The utilitarian can bring the adaptable on the use from the time of each level. They can select the spellcasters on the ranger spell.
Q. Do Rangers have cantrips?
A: The rangers cannot do the cantrips in 5e and along with the paladins they have to make the perfect ways of using the ranger spell from the higher level of cantrips. The access to the ranger cantrips must focus on the different levels and cannot use the ranger spell at levels.
Q. Is Ranger a martial class?
Ans: They do make martial class and it must focus on the middle ground Fighters and the Druids in a few classes. It also possesses an intimate relationship from the match and it stalks the quarry on gaining an advantage over the foes. This brings the complete tool to ensure the prey.
Q. What weapons would a ranger use?
A: Most of the weapons are bows and throwing axes for ranged attacks, they also have swords, and greatswords for melee. After getting the command, the rangers can nature the spirits to use a wide variety of powerful marksmanship to bring up the skills.
Q. Is Ranger good 5e?
A: They are always highly regarded as the D&D classes from which the formidable make the proper builds on the truth. The reviews still get mixed up as the half-caster is improved to use the previous process of iterations of the class.
Q. Is Ranger weak 5e?
A: The featured version of the player’s Handbook brings up the weakest classes in the game D&D. The terms and conditions are for the rangers at a very low level to make the combat powers.
Q: How do I get access to Ranger spells in 5e?
A: To get access to Ranger spells, you must play as a Ranger class character in Dungeons & Dragons 5e. Rangers gain access to spells starting at 2nd level and can continue to learn new spells as they level up.
Q: Can Rangers cast spells from other classes?
A: Yes, Rangers can learn and cast spells from other classes’ spell lists as they level up. However, they are limited to only a few spells from each list and must have the appropriate level and spellcasting ability to cast them.
Q: What types of spells do Rangers have access to?
A: Ranger spells tend to focus on nature-based magic, such as controlling animals, creating natural obstacles, and enhancing the Ranger’s physical abilities. Some examples of Ranger spells include Cure Wounds, Hunter’s Mark, Pass Without Trace, and Spike Growth.
Q: Do all Rangers have access to the same spells?
A: No, Rangers can choose which spells they want to learn from the Ranger spell list, but the choices are limited to their Ranger level and spellcasting ability. Additionally, each subclass of Ranger has access to a unique set of spells that only they can learn.
Q: Can Rangers cast spells while wearing armor?
A: Yes, Rangers can cast spells while wearing armor, but the type of armor they wear can affect their spellcasting ability. Heavier armors may impose a disadvantage on spellcasting rolls or prevent the Ranger from casting spells altogether, depending on the spellcasting rules.
Q: How do I choose which Ranger spells to learn?
A: Rangers can choose which spells they want to learn each time they gain a new spell level. It is recommended that players choose spells that complement their Ranger’s abilities and playstyle, and that they choose a mix of offensive, defensive, and utility spells for maximum versatility.
Q: Can Rangers change their spell choices after they have learned them?
A: No, once a Ranger has learned a spell, they cannot change it unless they gain a level and have the opportunity to choose a new spell.