Ranger Spells — D&D 5e
37 ranger spells · D&D 5e · SRD 5.1
- AlarmYou set an alarm against unwanted intrusion.
- Animal FriendshipThis spell lets you convince a beast that you mean it no harm.
- Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
- Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
- Detect Poison and DiseaseFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
- Fog CloudYou create a 20-foot-radius sphere of fog centered on a point within range.
- GoodberryUp to ten berries appear in your hand and are infused with magic for the duration.
- Hunter's MarkYou choose a creature you can see within range and mystically mark it as your quarry.
- JumpYou touch a creature.
- LongstriderYou touch a creature.
- Speak with AnimalsYou gain the ability to comprehend and verbally communicate with beasts for the duration.
- Animal MessengerBy means of this spell, you use an animal to deliver a message.
- BarkskinYou touch a willing creature.
- DarkvisionYou touch a willing creature to grant it the ability to see in the dark.
- Find TrapsYou sense the presence of any trap within range that is within line of sight.
- Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
- Locate Animals or PlantsDescribe or name a specific kind of beast or plant.
- Locate ObjectDescribe or name an object that is familiar to you.
- Pass Without TraceA veil of shadows and silence radiates from you, masking you and your companions from detection.
- Protection from PoisonYou touch a creature.
- 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 centered on a point within range twists and sprouts hard spikes and thorns.
- Conjure AnimalsYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
- DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
- NondetectionFor the duration, you hide a target that you touch from divination magic.
- Plant GrowthThis spell channels vitality into plants within a specific area.
- 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.
- Speak with PlantsYou 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.
- Water BreathingThis spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term.
- 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 summon fey creatures that appear in unoccupied spaces that you can see within range.
- Freedom of MovementYou touch a willing creature.
- Locate CreatureDescribe or name a creature that is familiar to you.
- StoneskinThis spell turns the flesh of a willing creature you touch as hard as stone.
- Commune With NatureYou briefly become one with nature and gain knowledge of the surrounding territory.
- 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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