Ranger Spells — D&D 5e
48 ranger spells · D&D 5e · SRD 5.2.1
- AlarmYou set an alarm against intrusion.
- Animal FriendshipTarget a Beast that you can see within range.
- Cure WoundsA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
- Detect MagicFor the duration, you sense the presence of magical effects within 30 feet of yourself.
- Detect Poison and DiseaseFor the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
- Ensnaring StrikeAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw.
- EntangleGrasping plants sprout from the ground in a 20-foot square within range.
- Fog CloudYou create a 20-foot-radius Sphere of fog centered on a point within range.
- GoodberryTen berries appear in your hand and are infused with magic for the duration.
- Hunter's MarkYou magically mark one creature you can see within range as your quarry.
- JumpYou touch a willing creature.
- LongstriderYou touch a creature.
- Speak with AnimalsFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
- AidChoose up to three creatures within range.
- Animal MessengerA Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the…
- BarkskinYou touch a willing creature.
- DarkvisionFor the duration, a willing creature you touch has Darkvision with a range of 150 feet.
- Enhance AbilityYou touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
- Find TrapsYou sense any trap within range that is within line of sight.
- Gust of WindA Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration.
- Lesser RestorationYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
- Locate Animals or PlantsDescribe or name a specific kind of Beast, Plant creature, or nonmagical plant.
- Locate ObjectDescribe or name an object that is familiar to you.
- Magic WeaponYou touch a nonmagical weapon.
- Pass without TraceYou radiate a concealing aura in a 30-foot Emanation for the duration.
- Protection from PoisonYou touch a creature and end the Poisoned condition on it.
- SilenceFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
- Spike GrowthThe ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
- Conjure AnimalsYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range.
- DaylightFor the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere.
- Dispel MagicChoose one creature, object, or magical effect within range.
- Meld into StoneYou step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.
- NondetectionFor the duration, you hide a target that you touch from Divination spells.
- Plant GrowthThis spell channels vitality into plants.
- Protection from EnergyFor the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
- RevivifyYou touch a creature that has died within the last minute.
- Speak with PlantsYou imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple…
- Water BreathingThis spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends.
- Water WalkThis spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground…
- Wind WallA wall of strong wind rises from the ground at a point you choose within range.
- Conjure Woodland BeingsYou conjure nature spirits that flit around you in a 10-foot Emanation for the duration.
- Dominate BeastOne Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
- Freedom of MovementYou touch a willing creature.
- Locate CreatureDescribe or name a creature that is familiar to you.
- StoneskinUntil the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
- Commune with NatureYou commune with nature spirits and gain knowledge of the surrounding area.
- Greater RestorationYou touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the…
- Tree StrideYou gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
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