Spells: Ranger
Alarm
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an... read on
Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the... read on
Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint... read on
Detect Poison and Disease
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature,... read on
Hunter's Mark
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever... read on
Jump
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Longstrider
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
Speak with Animals
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum,... read on