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This Land is My Land: A Guide to the Wisdom Ranger
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<blockquote data-quote="Kobold Stew" data-source="post: 8489415" data-attributes="member: 23484"><p><strong>6. Spells.</strong></p><p>By 12th level, a Ranger only has 8 spells: 3 x 1st level, 2 x 2nd level, 2 x 3rd level (though substitutions are possible at each new level). This list can be expanded based on the Archetype chosen. Additionally, **Primal Awareness (optional, TCOE) adds one spell with each new level, but nothing that would normally be selected given the limited choices available to a Wisdom Ranger. Comparison is immediately going to be measured against Hunter’s Mark, a first-level Ranger spell that does not require concentration and does not benefit from a high wisdom, and requires no save, giving it +1d6 damage from any attack (not even just 1/turn. With so few spell slots and spells known, it is hard to beat that. But let’s try.</p><p></p><p>As we shall see, the most effective Ranger spells are summons, which are more powerful because of your wisdom build, and battlefield control, which generally aren’t. Using your spell slots efficiently is not straightforward.</p><p></p><p>Enough of the best spells have material components, that you will need a component pouch or a druidic focus (see TCOE), unless you have the Warcaster or the Artificer Adept feat. Spells with the ritual tag are marked; if enough of these appeal to you, consider getting the Ritual Caster feat. None is needed for one of your spells known.</p><p></p><p>[ATTACH=full]148607[/ATTACH]</p><p></p><p>I’m not going to describe every spell, but focus on those that benefit from your high wisdom, and ones that I see as potential rivals for one of your spells known. The Wisdom-based spells will have a better effect for you than for a traditional ranger. Many of these spells also require concentration, and rangers are usually concentrating on Hunter’s Mark.</p><p></p><p><span style="color: rgb(41, 105, 176)"><strong>Hunter’s Mark</strong></span><span style="color: rgb(84, 172, 210)">. </span>The benchmark of utility in combat, this first-level spell is valuable. It requires a weapon attack, so should not be considered by a wisdom ranger relying on attack cantrips for damage. In most circumstances, it is not as powerful as <strong><span style="color: rgb(84, 172, 210)"><strong>H</strong>ex</span></strong>, if you can get it through a feat (Magic Initiate or Feytouched) and does not require a weapon attack. Unless you are planning on tracking your opponent, disadvantage on its Dex save/hiding roll is always stronger. Otherwise, it is always good to have available. If that’s true, then why not sky blue? If you are playing with the TCOE option of Favored Foe, you can get a very similar benefit (bonus damage, but no advantage on tracking or spotting) using a separate mechanism (proficiency times per long rest). From level 6, the bonus damage is the same (+1d6; +1d4 before then, +1d8 after 14). It’s still worth knowing, especially if you expect many encounters per adventuring day, but not quite essential any more.</p><p></p><p>Fiurther, for the <strong>Horizon Walker </strong>it becomes even less necessary, and other spells that require concentration can mix up the expectations for a Ranger (e.g. with Haste).</p><p></p><p><strong>Level 1 spells</strong>:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Animal friendship</strong></span> (creature gets a WIS save). Weak effect, and comes late.</li> <li data-xf-list-type="ul"><strong>Cure wounds</strong> (WIS adds to the HP healed). Healing is always good but given your number of spells known, this is probably not needed. (If taken as part of Magic Initiate, it becomes a better choice.)</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Ensnaring Strike</strong></span>. (WIS adds to the DC for a STR save; requires a weapon attack). It only affects a single target, but for a low-strength threat it is a great way of shutting them down. You’ll cast this better than most, and it can last most of the fight if you maintain your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Entangle</strong></span> (WIS adds to the DC for a STR save; optional TCOE). Great battlefield control, covering a 20x20’ area, requires concentration. Lacks the damage from Ensnaring strike, but can potentially grab multiple opponents. Added as an optional spell in TCOE.</li> <li data-xf-list-type="ul"><strong>Hail of Thorns</strong> (WIS adds to the DC for a DEX save; requires a ranged weapon attack). For a sling/Magic Stone build, this turns a single bullet into a small burst-effect, so that a single successful attack affects all within 5’. The concentration requirement allows it to last until it is successful, so you are not wasting your slot.</li> <li data-xf-list-type="ul"><strong>Searing Smite</strong> (WIS adds to the DC for a CON save; requires a melee weapon attack; optional TCOE). Similar to Ensnaring Strike, but with fire. Useful if you are building a theme, but only works with a Shillelagh build. Added as an optional spell in TCOE.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Snare</strong> </span>(WIS adds to DC for an INT (Arcana) roll to perceive it and for the DEX save to get out; XGTE). While you can make more of this spell than another ranger, it’s really best cast by a druid who has more spells available.</li> </ul><p>Other level 1 spells to consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Absorb elements</strong></span> (XGTE). Very useful resistance from a spell that lasts through your career.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Beast Bond</strong></span> (XGTE). Telepathic link with a beast seems tailor-made for a <strong>PHB Beastmaster</strong>, and under the PHB rules it works, giving your beast advantage on creatures within 5’ of you. In that circumstance, it seems a good (but still not inevitable) use for your concentration. Under the revised <strong><span style="color: rgb(184, 49, 47)">TCOE Beastmaster</span></strong>, though, it no longer works since your beast’s intelligence is too high (as high as some in your party probably).</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Goodberry</strong>.</span> Like Cure wounds, it is always good to have some healing available, but it is never going to be your strength, and does not benefit from your wisdom.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong><span style="color: rgb(41, 105, 176)"><strong>Hunter’s Mark</strong></span><span style="color: rgb(0, 0, 0)">. </span></strong></span>See above.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Alarm</strong></span>®. Not worth one of your precious spells known, unless you are adventuring solo. Even then, Snare is probably better.</li> <li data-xf-list-type="ul"><strong>Detect Magic</strong>®. Someone should know this in the party, but it’s best if it’s not you.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(184, 49, 47)">Speak With Animals</span></strong>®. Given to you if you choose Primal Awareness; ritual if you become a ritual caster. Not very useful most of the time, though.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Zephyr Strike</strong></span> (XGTE). Gives yourself advantage and bonus damage and a free 30’ movement. It allows you to cover a great deal of ground, but only to benefit from a single strike.</li> </ul><p><em>Summary</em>. Entangle and Absorb Elements are the two strongest spells available to you at this level, and at least one of them should be in your initial selection. I’ve argued that if you are playing with the TCOE options, you don’t need Hunter’s Mark, but it remains valuable if you are using Shillelagh or Sling. Nevertheless, a case can be made for considering Hail of Thorns for a slinger, and Cure Wounds for some back-up healing or if you are using attack cantrips.</p><p></p><p><strong>Level 2 spells:</strong></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Cordon of arrows</strong></span> (WIS adds to the DC for a DEX save). Like Alarm and Snare, this is another 8-hour defensive option for use during a long rest. Like Alarm and Snare, it is not worth taking.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Gust of Wind</strong> </span>(WIS adds to the DC for a STR save; optional TCOE). While it uses your concentration, this is a means to push anyone straight away from you 15’. They need to be in a line however, and though there are secondary effects, they are too circumstantial for this to be a good spell choice.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Healing Spirit</strong></span> (XGTE). With your high wisdom you get more use out of this than many, and it lets you give a small HP bonus to multiple targets. Uses your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Spike Growth</strong></span> (WIS adds to the DC for a Perception roll). Your Wisdom doesn’t help a lot, but this is such an effective spell, that it is worth taking and against multiple opponents it is an effective use of your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Summon Beast</strong></span> (WIS improves creature’s to-hit roll; optional TCOE). This spell gives you an ally in combat who can have Flyby or Pack Tactics, and whose attack roll is keyed off of your WIS bonus. It can last up to an hour, and so is a solid investment of a spell slot in place of Hunter’s Mark. 200 gp material component is required, but isn’t consumed.</li> </ul><p>Other level 2 spells to consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Aid</strong></span> (optional TCOE). Great spell, but so many spellcasters have this on their list. You probably don’t have that luxury, but it does benefit multiple people in your party</li> <li data-xf-list-type="ul"><strong>Enhanced Ability</strong> (optional TCOE). A very flexible spell on a lot of lists, but worth considering since it has many out—of-combat uses, and lets you shine, or help someone else shine, when needed.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Lesser Restoration</strong></span>. I love this spell, and always keep it prepared when I play a cleric. The blind can see, the deaf can hear, the lame can walk. Clerics and druids can have access to it much earlier than you, though, so it’s only worth taking if no one else in the party has access to it.</li> <li data-xf-list-type="ul"><strong>Pass Without Trace</strong>. Huge bonus for you and your party on stealth checks. Though it requires concentration, it is only available to rangers and druids, and so might be worth an investment from you.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Magic Weapon</strong></span> (optional TCOE). You don’t need this as a wisdom build. IF used with a shillelagh, you need to cast it on your club before you cast shillelagh, which is annoying for limited benefit (+1 to hit/damage vs. +1d6 damage from Hunter’s mark).</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Silence</strong></span>®. A great spell to have when needed, but you don’t have the luxury to take it.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Beast Sense</strong></span>. Given to you if you choose Primal Awareness. Not very useful most of the time, though.</li> </ul><p><em>Summary</em>. Spike Growth and Summon Beast are your best bets; but consider one of Healing Spirit, Pass Without Trace, or Enhanced ability. Offensive options are few; your attack cantrip or shillelagh is still the best basic use of your action</p><p></p><p><strong>Level 3 spells</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Conjure Barrage</strong> (WIS adds to the DC of a DEX save). Toss a dart (or arrow or handaxe) into the air, and manifest a 60’ cone that does 3d8 (save for half). A single dart instantly becoming a blizzard of needles is fun if you are facing hordes, but most of the time you should be able to do more with a third level spell slot.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Summon Fey</strong></span> (WIS adds to the fey’s attack roll and the DC of the charm save from a Mirthful Fey; optional TCOE). If you’ve enjoyed summoning beasts, this expands your options or can serve as a good replacement. For a Wisdom build, the Mirthful Fey has a good chance of shutting down opponents with charm effects and teleportation. 300 gp material component is required, but isn’t consumed.</li> <li data-xf-list-type="ul"><strong>Wind Wall</strong>. (WIS adds to the attack DC of a STR save). More effective than Gust of Wind, and is very good for deflecting ranged attacks; still only 3d8 damage.</li> </ul><p>Other level 3 spells to consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Conjure animals</strong></span>. Unlike the elegant Summon Beast, Conjure animals is too fiddly and too uncertain, since the DM determines the exact type of monster that arrives. Your wisdom doesn’t improve it, and a druid will have had this spell for four levels at this point. The spell comes online too late for it to be worth your time.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Meld into Stone</strong></span> (optional TCOE). Unless this is going to be your schtick (“I get stoned before I go to sleep”), it’s a pass.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Nondetection</strong></span>. The power to avoid any divination is great, but it is not something you can do every day, and it is available to bards and wizards, who get it sooner.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Plant Growth</strong></span>. As a combat spell, it prevents opponents in a huge space (100’ radius) getting closer to you (or escaping), which makes this a great spell for rangers using attack cantrips. It also has an economy-breaking out-of-combat use that lets you bless every farmer in the area if you have a spell slot free before you fall asleep. Conceptually, the spell needs some plant life, but even a dungeon has algae on the walls that can be made to grow.</li> <li data-xf-list-type="ul"><strong>Revivify</strong> (optional TCOE). A great spell that restores a life just lost, but it is available to many classes and has an expensive material component.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Protection from Elements</strong></span>. A very good spell, but not a good use of your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Speak with Plants</strong></span>. Given to you if you choose Primal Awareness. Not very useful most of the time, though.</li> </ul><p><em>Summary</em>. Level 3 is where some great spells come online in the archetype lists: Haste, Fear (which benefits from your high wisdom), and Gaseous Form. None of the spells at this level have that efficacy. Summon Fey and Plant Growth stand out for me, but Conjure Barrage, Wind Wall, and Revivify are all fine choices if they reflect the role you want to serve in the party.</p><p></p><p><strong>Level 4 spells</strong>:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Dominate Beast</strong></span>. (WIS adds to the attack DC of a WIS save; requires concentration; optional TCOE). By the time you have access to this spell, the beasts in the game should not be a problem for you, even if you hunt dinosaurs. Requires concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Grasping Vine</strong></span> (WIS adds to the attack DC of a WIS save; requires concentration). Ineffective battlefield control, and only slightly more effective than options available much earlier.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Summon Elemental</strong></span>. (WIS adds to the to-hit roll of a slam attack; optional TCOE). While thematically interesting for some characters, the creature summoned is not noticeably more powerful than a fey (which has charm) or beast (which has pack tactics) summoned with a fourth-level slot.</li> </ul><p>Other level 4 spells to consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Freedom of Movement</strong></span>. Other party members will have had this spell since level 7; you do not have access to it until level 13, and it replicates some abilities that you have had personally since level 8 with Land’s Stride. If it is useful, you should already know this.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Guardian of Nature </strong></span>(XGTE). The Great Tree option gives advantage on all your wisdom-based attacks and on CON saves for maintaining concentration, the latter being useful if you haven’t yet taken Resiliant (CON) or Warcaster as a feat. The addition of some terrain control that moves with you is a bonus.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Stoneskin</strong></span>. Resistance to bludgeoning, piercing, and slashing gives you some longevity in combat, but it probably isn’t worth your concentration and a high spell level, unless you are a <strong>Beastmaster</strong> in which case it can be shared with your beast at level 15. A one-level dip in Barbarian can give you this while raging, but then you wouldn’t be concentrating on anything.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Locate Creature</strong></span>. Given to you if you choose Primal Awareness. Not very useful most of the time, though.</li> </ul><p><em>Summary</em>. Only Guardian of Nature is worth your attention at this level, though some archetypes get Banishment and Greater Invisibility, both of which are strong. Using the spell slot to up-cast one of the summon spells, however, gives that creature a multiattack for the first time.</p><p></p><p><strong>Level 5 spells:</strong></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Conjure Volley</strong></span> (WIS adds to the attack DC of a DEX save). A substantial upgrade to Conjure Barrage, great for softening up an enemy in the first round of combat. Again, a reason to have a few darts in the pocket, or a blowgun.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Steel Wind Strike</strong></span> (XGTE). Less damage than Conjure Volley, but allows a focused attack on five enemies for a <strong>Shillelagh</strong> build. I can’t explain the 1sp melee weapon component, but at least that includes both club and quarterstaff.</li> <li data-xf-list-type="ul"><strong>Wrath of Nature</strong> (WIS adds to the various attack rolls and saves; XGTE). Ranged spell attack requiring concentration as rocks and vines and trees and grass all turn against your enemy. It’s a very flavorful spell, but probably won’t see a lot of use.</li> </ul><p>Other level 5 spells to consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Greater Restoration</strong></span>® (optional TCOE). Another spell that comes too late for it to be of benefit to you.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Swift Quiver.</strong></span> The distinctive ranger-only spell does not work for a wisdom build, since it needs ammunition in a quiver.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Tree Stride</strong></span>. A cool idea that is awful in implementation. Stay away.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Commune with Nature</strong></span>®. Given to you if you choose Primal Awareness. Not very useful most of the time, though.</li> </ul><p><em>Summary</em>. Fifth-level spells become available at level 17, and if multiclassing is available it probably would be later still. Conjure Volley and Wrath of Nature are both fun spells, but it requires a substantial investment to get here, and not every campaign will do so.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489415, member: 23484"] [B]6. Spells.[/B] By 12th level, a Ranger only has 8 spells: 3 x 1st level, 2 x 2nd level, 2 x 3rd level (though substitutions are possible at each new level). This list can be expanded based on the Archetype chosen. Additionally, **Primal Awareness (optional, TCOE) adds one spell with each new level, but nothing that would normally be selected given the limited choices available to a Wisdom Ranger. Comparison is immediately going to be measured against Hunter’s Mark, a first-level Ranger spell that does not require concentration and does not benefit from a high wisdom, and requires no save, giving it +1d6 damage from any attack (not even just 1/turn. With so few spell slots and spells known, it is hard to beat that. But let’s try. As we shall see, the most effective Ranger spells are summons, which are more powerful because of your wisdom build, and battlefield control, which generally aren’t. Using your spell slots efficiently is not straightforward. Enough of the best spells have material components, that you will need a component pouch or a druidic focus (see TCOE), unless you have the Warcaster or the Artificer Adept feat. Spells with the ritual tag are marked; if enough of these appeal to you, consider getting the Ritual Caster feat. None is needed for one of your spells known. [ATTACH type="full" alt="druid_by_captdiablo_de63hv3-fullview-e1626640173265.jpg"]148607[/ATTACH] I’m not going to describe every spell, but focus on those that benefit from your high wisdom, and ones that I see as potential rivals for one of your spells known. The Wisdom-based spells will have a better effect for you than for a traditional ranger. Many of these spells also require concentration, and rangers are usually concentrating on Hunter’s Mark. [COLOR=rgb(41, 105, 176)][B]Hunter’s Mark[/B][/COLOR][COLOR=rgb(84, 172, 210)]. [/COLOR]The benchmark of utility in combat, this first-level spell is valuable. It requires a weapon attack, so should not be considered by a wisdom ranger relying on attack cantrips for damage. In most circumstances, it is not as powerful as [B][COLOR=rgb(84, 172, 210)][B]H[/B]ex[/COLOR][/B], if you can get it through a feat (Magic Initiate or Feytouched) and does not require a weapon attack. Unless you are planning on tracking your opponent, disadvantage on its Dex save/hiding roll is always stronger. Otherwise, it is always good to have available. If that’s true, then why not sky blue? If you are playing with the TCOE option of Favored Foe, you can get a very similar benefit (bonus damage, but no advantage on tracking or spotting) using a separate mechanism (proficiency times per long rest). From level 6, the bonus damage is the same (+1d6; +1d4 before then, +1d8 after 14). It’s still worth knowing, especially if you expect many encounters per adventuring day, but not quite essential any more. Fiurther, for the [B]Horizon Walker [/B]it becomes even less necessary, and other spells that require concentration can mix up the expectations for a Ranger (e.g. with Haste). [B]Level 1 spells[/B]: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Animal friendship[/B][/COLOR] (creature gets a WIS save). Weak effect, and comes late. [*][B]Cure wounds[/B] (WIS adds to the HP healed). Healing is always good but given your number of spells known, this is probably not needed. (If taken as part of Magic Initiate, it becomes a better choice.) [*][COLOR=rgb(147, 101, 184)][B]Ensnaring Strike[/B][/COLOR]. (WIS adds to the DC for a STR save; requires a weapon attack). It only affects a single target, but for a low-strength threat it is a great way of shutting them down. You’ll cast this better than most, and it can last most of the fight if you maintain your concentration. [*][COLOR=rgb(84, 172, 210)][B]Entangle[/B][/COLOR] (WIS adds to the DC for a STR save; optional TCOE). Great battlefield control, covering a 20x20’ area, requires concentration. Lacks the damage from Ensnaring strike, but can potentially grab multiple opponents. Added as an optional spell in TCOE. [*][B]Hail of Thorns[/B] (WIS adds to the DC for a DEX save; requires a ranged weapon attack). For a sling/Magic Stone build, this turns a single bullet into a small burst-effect, so that a single successful attack affects all within 5’. The concentration requirement allows it to last until it is successful, so you are not wasting your slot. [*][B]Searing Smite[/B] (WIS adds to the DC for a CON save; requires a melee weapon attack; optional TCOE). Similar to Ensnaring Strike, but with fire. Useful if you are building a theme, but only works with a Shillelagh build. Added as an optional spell in TCOE. [*][COLOR=rgb(147, 101, 184)][B]Snare[/B] [/COLOR](WIS adds to DC for an INT (Arcana) roll to perceive it and for the DEX save to get out; XGTE). While you can make more of this spell than another ranger, it’s really best cast by a druid who has more spells available. [/LIST] Other level 1 spells to consider: [LIST] [*][COLOR=rgb(84, 172, 210)][B]Absorb elements[/B][/COLOR] (XGTE). Very useful resistance from a spell that lasts through your career. [*][COLOR=rgb(184, 49, 47)][B]Beast Bond[/B][/COLOR] (XGTE). Telepathic link with a beast seems tailor-made for a [B]PHB Beastmaster[/B], and under the PHB rules it works, giving your beast advantage on creatures within 5’ of you. In that circumstance, it seems a good (but still not inevitable) use for your concentration. Under the revised [B][COLOR=rgb(184, 49, 47)]TCOE Beastmaster[/COLOR][/B], though, it no longer works since your beast’s intelligence is too high (as high as some in your party probably). [*][COLOR=rgb(147, 101, 184)][B]Goodberry[/B].[/COLOR] Like Cure wounds, it is always good to have some healing available, but it is never going to be your strength, and does not benefit from your wisdom. [*][COLOR=rgb(184, 49, 47)][B][COLOR=rgb(41, 105, 176)][B]Hunter’s Mark[/B][/COLOR][COLOR=rgb(0, 0, 0)]. [/COLOR][/B][/COLOR]See above. [*][COLOR=rgb(184, 49, 47)][B]Alarm[/B][/COLOR]®. Not worth one of your precious spells known, unless you are adventuring solo. Even then, Snare is probably better. [*][B]Detect Magic[/B]®. Someone should know this in the party, but it’s best if it’s not you. [*][B][COLOR=rgb(184, 49, 47)]Speak With Animals[/COLOR][/B]®. Given to you if you choose Primal Awareness; ritual if you become a ritual caster. Not very useful most of the time, though. [*][COLOR=rgb(184, 49, 47)][B]Zephyr Strike[/B][/COLOR] (XGTE). Gives yourself advantage and bonus damage and a free 30’ movement. It allows you to cover a great deal of ground, but only to benefit from a single strike. [/LIST] [I]Summary[/I]. Entangle and Absorb Elements are the two strongest spells available to you at this level, and at least one of them should be in your initial selection. I’ve argued that if you are playing with the TCOE options, you don’t need Hunter’s Mark, but it remains valuable if you are using Shillelagh or Sling. Nevertheless, a case can be made for considering Hail of Thorns for a slinger, and Cure Wounds for some back-up healing or if you are using attack cantrips. [B]Level 2 spells:[/B] [LIST] [*][COLOR=rgb(184, 49, 47)][B]Cordon of arrows[/B][/COLOR] (WIS adds to the DC for a DEX save). Like Alarm and Snare, this is another 8-hour defensive option for use during a long rest. Like Alarm and Snare, it is not worth taking. [*][COLOR=rgb(184, 49, 47)][B]Gust of Wind[/B] [/COLOR](WIS adds to the DC for a STR save; optional TCOE). While it uses your concentration, this is a means to push anyone straight away from you 15’. They need to be in a line however, and though there are secondary effects, they are too circumstantial for this to be a good spell choice. [*][COLOR=rgb(41, 105, 176)][B]Healing Spirit[/B][/COLOR] (XGTE). With your high wisdom you get more use out of this than many, and it lets you give a small HP bonus to multiple targets. Uses your concentration. [*][COLOR=rgb(84, 172, 210)][B]Spike Growth[/B][/COLOR] (WIS adds to the DC for a Perception roll). Your Wisdom doesn’t help a lot, but this is such an effective spell, that it is worth taking and against multiple opponents it is an effective use of your concentration. [*][COLOR=rgb(84, 172, 210)][B]Summon Beast[/B][/COLOR] (WIS improves creature’s to-hit roll; optional TCOE). This spell gives you an ally in combat who can have Flyby or Pack Tactics, and whose attack roll is keyed off of your WIS bonus. It can last up to an hour, and so is a solid investment of a spell slot in place of Hunter’s Mark. 200 gp material component is required, but isn’t consumed. [/LIST] Other level 2 spells to consider: [LIST] [*][COLOR=rgb(147, 101, 184)][B]Aid[/B][/COLOR] (optional TCOE). Great spell, but so many spellcasters have this on their list. You probably don’t have that luxury, but it does benefit multiple people in your party [*][B]Enhanced Ability[/B] (optional TCOE). A very flexible spell on a lot of lists, but worth considering since it has many out—of-combat uses, and lets you shine, or help someone else shine, when needed. [*][COLOR=rgb(147, 101, 184)][B]Lesser Restoration[/B][/COLOR]. I love this spell, and always keep it prepared when I play a cleric. The blind can see, the deaf can hear, the lame can walk. Clerics and druids can have access to it much earlier than you, though, so it’s only worth taking if no one else in the party has access to it. [*][B]Pass Without Trace[/B]. Huge bonus for you and your party on stealth checks. Though it requires concentration, it is only available to rangers and druids, and so might be worth an investment from you. [*][COLOR=rgb(184, 49, 47)][B]Magic Weapon[/B][/COLOR] (optional TCOE). You don’t need this as a wisdom build. IF used with a shillelagh, you need to cast it on your club before you cast shillelagh, which is annoying for limited benefit (+1 to hit/damage vs. +1d6 damage from Hunter’s mark). [*][COLOR=rgb(184, 49, 47)][B]Silence[/B][/COLOR]®. A great spell to have when needed, but you don’t have the luxury to take it. [*][COLOR=rgb(184, 49, 47)][B]Beast Sense[/B][/COLOR]. Given to you if you choose Primal Awareness. Not very useful most of the time, though. [/LIST] [I]Summary[/I]. Spike Growth and Summon Beast are your best bets; but consider one of Healing Spirit, Pass Without Trace, or Enhanced ability. Offensive options are few; your attack cantrip or shillelagh is still the best basic use of your action [B]Level 3 spells[/B]: [LIST] [*][B]Conjure Barrage[/B] (WIS adds to the DC of a DEX save). Toss a dart (or arrow or handaxe) into the air, and manifest a 60’ cone that does 3d8 (save for half). A single dart instantly becoming a blizzard of needles is fun if you are facing hordes, but most of the time you should be able to do more with a third level spell slot. [*][COLOR=rgb(41, 105, 176)][B]Summon Fey[/B][/COLOR] (WIS adds to the fey’s attack roll and the DC of the charm save from a Mirthful Fey; optional TCOE). If you’ve enjoyed summoning beasts, this expands your options or can serve as a good replacement. For a Wisdom build, the Mirthful Fey has a good chance of shutting down opponents with charm effects and teleportation. 300 gp material component is required, but isn’t consumed. [*][B]Wind Wall[/B]. (WIS adds to the attack DC of a STR save). More effective than Gust of Wind, and is very good for deflecting ranged attacks; still only 3d8 damage. [/LIST] Other level 3 spells to consider: [LIST] [*][COLOR=rgb(147, 101, 184)][B]Conjure animals[/B][/COLOR]. Unlike the elegant Summon Beast, Conjure animals is too fiddly and too uncertain, since the DM determines the exact type of monster that arrives. Your wisdom doesn’t improve it, and a druid will have had this spell for four levels at this point. The spell comes online too late for it to be worth your time. [*][COLOR=rgb(184, 49, 47)][B]Meld into Stone[/B][/COLOR] (optional TCOE). Unless this is going to be your schtick (“I get stoned before I go to sleep”), it’s a pass. [*][COLOR=rgb(184, 49, 47)][B]Nondetection[/B][/COLOR]. The power to avoid any divination is great, but it is not something you can do every day, and it is available to bards and wizards, who get it sooner. [*][COLOR=rgb(41, 105, 176)][B]Plant Growth[/B][/COLOR]. As a combat spell, it prevents opponents in a huge space (100’ radius) getting closer to you (or escaping), which makes this a great spell for rangers using attack cantrips. It also has an economy-breaking out-of-combat use that lets you bless every farmer in the area if you have a spell slot free before you fall asleep. Conceptually, the spell needs some plant life, but even a dungeon has algae on the walls that can be made to grow. [*][B]Revivify[/B] (optional TCOE). A great spell that restores a life just lost, but it is available to many classes and has an expensive material component. [*][COLOR=rgb(184, 49, 47)][B]Protection from Elements[/B][/COLOR]. A very good spell, but not a good use of your concentration. [*][COLOR=rgb(184, 49, 47)][B]Speak with Plants[/B][/COLOR]. Given to you if you choose Primal Awareness. Not very useful most of the time, though. [/LIST] [I]Summary[/I]. Level 3 is where some great spells come online in the archetype lists: Haste, Fear (which benefits from your high wisdom), and Gaseous Form. None of the spells at this level have that efficacy. Summon Fey and Plant Growth stand out for me, but Conjure Barrage, Wind Wall, and Revivify are all fine choices if they reflect the role you want to serve in the party. [B]Level 4 spells[/B]: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Dominate Beast[/B][/COLOR]. (WIS adds to the attack DC of a WIS save; requires concentration; optional TCOE). By the time you have access to this spell, the beasts in the game should not be a problem for you, even if you hunt dinosaurs. Requires concentration. [*][COLOR=rgb(184, 49, 47)][B]Grasping Vine[/B][/COLOR] (WIS adds to the attack DC of a WIS save; requires concentration). Ineffective battlefield control, and only slightly more effective than options available much earlier. [*][COLOR=rgb(184, 49, 47)][B]Summon Elemental[/B][/COLOR]. (WIS adds to the to-hit roll of a slam attack; optional TCOE). While thematically interesting for some characters, the creature summoned is not noticeably more powerful than a fey (which has charm) or beast (which has pack tactics) summoned with a fourth-level slot. [/LIST] Other level 4 spells to consider: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Freedom of Movement[/B][/COLOR]. Other party members will have had this spell since level 7; you do not have access to it until level 13, and it replicates some abilities that you have had personally since level 8 with Land’s Stride. If it is useful, you should already know this. [*][COLOR=rgb(147, 101, 184)][B]Guardian of Nature [/B][/COLOR](XGTE). The Great Tree option gives advantage on all your wisdom-based attacks and on CON saves for maintaining concentration, the latter being useful if you haven’t yet taken Resiliant (CON) or Warcaster as a feat. The addition of some terrain control that moves with you is a bonus. [*][COLOR=rgb(184, 49, 47)][B]Stoneskin[/B][/COLOR]. Resistance to bludgeoning, piercing, and slashing gives you some longevity in combat, but it probably isn’t worth your concentration and a high spell level, unless you are a [B]Beastmaster[/B] in which case it can be shared with your beast at level 15. A one-level dip in Barbarian can give you this while raging, but then you wouldn’t be concentrating on anything. [*][COLOR=rgb(184, 49, 47)][B]Locate Creature[/B][/COLOR]. Given to you if you choose Primal Awareness. Not very useful most of the time, though. [/LIST] [I]Summary[/I]. Only Guardian of Nature is worth your attention at this level, though some archetypes get Banishment and Greater Invisibility, both of which are strong. Using the spell slot to up-cast one of the summon spells, however, gives that creature a multiattack for the first time. [B]Level 5 spells:[/B] [LIST] [*][COLOR=rgb(84, 172, 210)][B]Conjure Volley[/B][/COLOR] (WIS adds to the attack DC of a DEX save). A substantial upgrade to Conjure Barrage, great for softening up an enemy in the first round of combat. Again, a reason to have a few darts in the pocket, or a blowgun. [*][COLOR=rgb(184, 49, 47)][B]Steel Wind Strike[/B][/COLOR] (XGTE). Less damage than Conjure Volley, but allows a focused attack on five enemies for a [B]Shillelagh[/B] build. I can’t explain the 1sp melee weapon component, but at least that includes both club and quarterstaff. [*][B]Wrath of Nature[/B] (WIS adds to the various attack rolls and saves; XGTE). Ranged spell attack requiring concentration as rocks and vines and trees and grass all turn against your enemy. It’s a very flavorful spell, but probably won’t see a lot of use. [/LIST] Other level 5 spells to consider: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Greater Restoration[/B][/COLOR]® (optional TCOE). Another spell that comes too late for it to be of benefit to you. [*][COLOR=rgb(184, 49, 47)][B]Swift Quiver.[/B][/COLOR] The distinctive ranger-only spell does not work for a wisdom build, since it needs ammunition in a quiver. [*][COLOR=rgb(184, 49, 47)][B]Tree Stride[/B][/COLOR]. A cool idea that is awful in implementation. Stay away. [*][COLOR=rgb(184, 49, 47)][B]Commune with Nature[/B][/COLOR]®. Given to you if you choose Primal Awareness. Not very useful most of the time, though. [/LIST] [I]Summary[/I]. Fifth-level spells become available at level 17, and if multiclassing is available it probably would be later still. Conjure Volley and Wrath of Nature are both fun spells, but it requires a substantial investment to get here, and not every campaign will do so. [/QUOTE]
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This Land is My Land: A Guide to the Wisdom Ranger
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