Spells & Domain Spells for Rangers

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Hunter Path Spells

Ranger Level Spells
3rd Hunter’s Mark, Protection from Evil and Good
5th See Invisibility, Locate Animals or Plants
9th Haste,Water Breathing
13th Freedom of Movement, Locate Creature
17th Swift Attack, Tree Stride

Other Considerations
3rd level Find Traps
5th level Tongues
17th level Scrying
 
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Beast Master Path Spells

Ranger Level Spells
3rd Hunter’s Mark, Protection from Evil and Good
5th Beast Sense, Warding Bond
9th Conjure Animals, Revivify Beast
13th Dominate Beast, Stoneskin
17th Greater Restoration, Swift Attack


other considerations
3rd level Calm Emotions in Beasts
 
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Calm Emotions in Beasts
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.


Revivify Beast
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.


Swift Attack
5th-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition or a melee Weapon)
Duration: Concentration, up to 1 minute
There are two forms of transformations that can occur.
Swift Quiver: You may transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Twirling Blades: Your magic flows through your body and into your melee weapon(s), becoming as one. As long as the melee weapon(s) remains in your hand(s), on each of your turns until the spell ends, you can use a bonus action to make two attacks.
 
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Reason's for adding some spells are

Comprehend Languages and Tongues

Due to Ranger's travels and association with many humanoid and nonhumaniod creatures, he/she should be able to communicate with them.

Protection from Evil and Good
This goes to the Ranger's association with many creatures, some who are supernatural in nature. He/She should be able to defend himself/herself.

See Invisibility
There are some creatures that are inherently difficult to see or are able to make themselves invisible. He/she should have the capability to counter such actions.

Dispel Magic
He/she is able to cast magic. Also creatures encountered have innate magical abilities or are able to cast spells. Being able to survive dictates he/she should have this spell. Did I mention Ranger's can cast spells

Elemental Weapon

Ability to handle creatures who are immune to nonmagical weapons and are susceptible to certain types of damage. Check.

Swift Attack
The reason for the modification is to include a melee weapon using Ranger. A Ranger is not limited to archery and the spells should reflect that.
 
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This is exactly what I was looking for. I wanted to add spells for the Rangers in my game as it is almost criminal how few they get. So thanks for posting this!

The only change I would make is to make Hunter's Mark a Ranger class ability (which it should have been from the start*) and instead give Hunters Longstrider and Beast Masters Speak with Animals (they have an animal they can talk to all the time).

*I also remove Hunter's Mark from the Avenger Paladin (they already have Smite, they don't need the Ranger's damage boost as well).
 

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