D&D 5E Ideas for Unique Ranger Spells and Magic

I like ranger magic having this nebulous source. Magic passed down by mentors and trainers, granted by otherworldy networking, traded from foreign organizations, and self taught secrets.

Like Randall the Ranger learned
  1. Randall learned hunter's mark, speak with animals, cure wounds, and locate object from his master Robert the ranger
  2. He was taught darkvision and pass without trace were taught by Richard the Ranger, Robert's mentor, when Robert was struggling with the youthful boy
  3. Rhya, Robert's dryad lover, treated the young half elf like her son and taught Randall Plant Growth and Speak with Plants
  4. Randall talks the specialization of the Gloomstalker. The Dread-Captain Rebecca teaches him disguise self
  5. On his first trip to the mountains, Randall gains memories that would develop in him knowing stoneskin in later years
  6. On his second solo mission, Randall watched the sea nymphs swim and they taught him water breathing
  7. As a reward for his quest and not sleeping with his daughter, the sea elf lord taught him water walking.
  8. Richard dies in an ambush. Randall is given a scroll of swift quiver in his will.
  9. Randall joined a party. After years of adventuring, the paladin Sir Raphiel's faith rubbed off on Randall and he learned searing smite
  10. While adventuring in the Underdark, the land druids there teach him web
  11. A fling with a tiefling fiend warlock, Revolution, involves a trade which given Randall flame arrows
  12. Old Dread Captain Rebecca scolds Randall for not learning fear yet
  13. Randall returned to his aging master as the party ran through his old stomping grounds. Robert teaches him locate creature and freedom of movement
  14. Revolution tracks down Randall to reveal his child. Randall learns protection from energy from a druid to defend from the tired mother and her unhappy patron
Yes 11 and 14 happened to my ranger in 3.5.
LOL while the spells learned was entertaining, to me that is all flavor (which is fun and all, but my interest is mechanics).

Where the ranger might only be able to prepare 1+1/2 level spells but might know 20-25 spells.
I don't think you are suggesting both having prepared spells from a known spell list? Classes with prepared spells either can prepare any spells in their list or only prepare spells from a spells learned list. I assume you mean spells learned.

I know @doctorbadwolf suggests something akin to a spellbook.

Honestly, I am pretty opposed to spellbooks for other classes and I'll explain. With wizards, the idea from 1E was the formula was etched into the magic-user's mind when memorized. Thus, if you wanted two fireballs, you memorized it twice because once you cast the spell, that etching was removed. The amount of spells you could etch was determined by level. Now, in 5E the formula doesn't disappear, instead the number of formulas you can etch depends on your level as well. So, at least you can cast the same spell twice without having to memorize it twice.

How does this type of mechanic translate to rangers? Rangers are taught the spell and then know it. They don't have them etched anywhere normally. Now, I know some people like the idea of maybe the spells are tattoos or something on the ranger, but then they would change with different prepared spells. Frankly, it just isn't a mechanic I am interested in.

I'll go a bit further to say that I am not even a fan of prepared spells for any class, but that is another issue. :)

So, I think at this point I'll step back on all this (for now anyway) and let people with common design goals see what you all can come up with. My key interest is the spells be subtle and enhance what the ranger can do or enhancing the world around him. So, nothing like fireballs, etc., but entangle, longstrider, piercing shot, etc. are all good IMO.

Good luck! :)
 

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Detect Plant
You need a specific plant - a medicinal herb, something valuable (cherry trees), or poison ivy (to deter trespassers). Cast this spell and name it. You can pick it out of the normal jumble of flora.
If cast in the desert, it gives you distance and bearing to the thickest concentration of plant life (which is usually an oasis).
 

I don't think you are suggesting both having prepared spells from a known spell list? Classes with prepared spells either can prepare any spells in their list or only prepare spells from a spells learned list. I assume you mean spells learned.

I know @doctorbadwolf suggests something akin to a spellbook.

Honestly, I am pretty opposed to spellbooks for other classes and I'll explain. With wizards, the idea from 1E was the formula was etched into the magic-user's mind when memorized. Thus, if you wanted two fireballs, you memorized it twice because once you cast the spell, that etching was removed. The amount of spells you could etch was determined by level. Now, in 5E the formula doesn't disappear, instead the number of formulas you can etch depends on your level as well. So, at least you can cast the same spell twice without having to memorize it twice.

How does this type of mechanic translate to rangers? Rangers are taught the spell and then know it. They don't have them etched anywhere normally. Now, I know some people like the idea of maybe the spells are tattoos or something on the ranger, but then they would change with different prepared spells. Frankly, it just isn't a mechanic I am interested in.

I wasn't going for a spellbook per se. I was thinking more like an artificer infusions. A ranger knows a bunch of spell in their head but they must prepare them ahead of time. Only so many twigs, pieces of fug, insect legs, and bits of fruits and herbs can be properly stored and cared for during the day for easy access to combat and exploration.

Anyway onto spells


Sandblast
  • 1st level conjuration
  • Casting Time: 1 bonus action
  • Range: Self (15-foot cone)
  • Components: S M (a handful of sand)
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer
  • With a swift flick of the wrist and a strong toss, a spray of stinging sand showers the area before your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d8 slashing damage on a failed save. Additionally, the area of the blast is heavily obscured until the end of your next turn and lightly obscured for 1 minute afterward.
  • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

A desert ranger would just throw sand in your face.
That's it.
He chuck sand in your face.
 

Detect Plant
You need a specific plant - a medicinal herb, something valuable (cherry trees), or poison ivy (to deter trespassers). Cast this spell and name it. You can pick it out of the normal jumble of flora.
If cast in the desert, it gives you distance and bearing to the thickest concentration of plant life (which is usually an oasis).
This is a great example of why the ranger has to have more spells know in order for anything else we do to matter.

At level 2, that spell would represent half a rangers spells known.
 

Detect Plant
You need a specific plant - a medicinal herb, something valuable (cherry trees), or poison ivy (to deter trespassers). Cast this spell and name it. You can pick it out of the normal jumble of flora.
If cast in the desert, it gives you distance and bearing to the thickest concentration of plant life (which is usually an oasis).
Okay.

So, not everyone is on board for giving them ritual casting, prepared spells, or more spells known.


So, imagine your spell, but imagine it more like ceremony, where it can do several things.
What if that becomes the Ranger’s Spellcasting niche? Spells that have a short list of effects that you choose from.
 

You get an axe to the face

Is that like...pick up that McMuffin wrapper and cigarette butt or...You get an axe to the Face!! Sorry but that's all I got from the last 12 posts, I couldn't stop laughing. Actually I'm still laughing. Frank Castle...Trash Ranger, you better pick up your campsite or..(The Punishments Due)... YOULL GET AN AXE TO THE FACE.

Side Note: Megadeths Holy Wars...The Punishments Due, the second half is based on Frank Castle, the Punisher.
 

They are people and are willing to use people tools like the arcane and metal.

So druids still cant use metal? One of those things I must've glossed over and completely missed? Like I said above I havent read the PHB in a long time. Ive always been a story trumps mechanics.
 

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