A motherload of Ranger Exclusvie Spells

by Dargon Black

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Predator's Insight

1st level enchantment spell

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Instantaneous

As a bonus action, you channel your magical power to enhance your perceptive abilities and better detect your opponents weak points.

Your next weapon attack against one foe deals 1d8 extra damage of the same type as that of your weapon.

At higher levels

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st (to a maximum of 5d8).

Author's Note

A frequently asked question I get about Predator's Insight is, "why is this spell a worse version of Divine Smite?"

My answer has always been, "Because, when used with a proper ranged weapon, it has a range of 150 feet when you do a straight attack roll and a range of 600 feet when you make a ranged weapon attack roll with disadvantage".

Terran Force

2nd level transmutation spell

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 hour

You are strong like the mountains. Whenever you make either a melee weapon attack, a ranged weapon attack using a weapon that has the thrown property or an unarmed melee attack, you may a 1d6 to your roll. Additionally, once, before this spell ends, if you were to fail a saving throw against being knocked prone, restrained or pushed back, you succeed it instead.

At higher levels

When you cast this spell using a spell slot of 3rd level or higher, the bonus damage increases by an additional 1d6.

Zephyr Force

1st level transmutation spell

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

At higher levels

When you cast this spell using a spell slot of 2nd level or higher, you gain an additional use of this spell's secondary ability.

Aqua Force

1st level abjuration spell

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Until the spell ends, you gain resistance to fire damage.

Once before the spell ends, when a friendly creature within 90 feet of you would take fire damage, you can use your reaction to reduce the damage it would take by 1d4.

At higher levels

When you cast this spell using a spell slot of 2nd level, the amount of fire damage you can reduce is now equal to a 1d6.

When you cast this spell using a spell slot of 3rd or or higher, you can reduce the damage by an additional 1d6.

Ignis Force

1st level abjuration spell

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Until the spell ends, you gain resistance to cold damage.

Once before the spell ends, when a friendly creature within 90 feet of you would take cold damage, you can use your reaction to reduce the damage it would take by 1d4.

At higher levels

When you cast this spell using a spell slot of 2nd level or higher, the amount of cold damage you can reduce is now equal to a 1d6.

When you cast this spell using a spell slot of 3rd or or higher, you can reduce the damage by an additional 1d6.

Ghostly Arrows

1st level illusion spell

Casting Time: 1 Bonus Action

Range: 120 feet

Components: V, M (one piece of ammunition which the spells consumes, a ranged weapon)

Duration: Concentration, up to 1 minute

You attempt to trick a creature into believing your arrows will hit it in a place where you aren't actually aiming.

By trying to defend body parts you don't want to hit, the creature exposes the ones you do want to hit.

Whenever you target a creature for an attack it must make a Wisdom Saving Throw.

If it fails a Wisdom saving throw you gain advantage on the ranged weapon attack roll you make against your target.

On a successful save, the spell does nothing.

At higher levels

When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour.

Author's Note

You can hold multiple pieces of ammunition while casting this spell as the spell only needs 1 piece.

Phantom Arrows

1st level illusion spell

Casting Time: 1 Bonus Action

Range: 120 feet

Components: V, M (a ranged weapon)

Duration: Concentration, up to 1 minute

You infuse a ranged weapon that does not have the thrown property with the following effect.

Whenever you damage a creature using a piece of amunition that was fired from ths weapon, you can force it to make an Intelligence Saving Throw. On a failed save the creature looses it's ability to take a reaction.

A creature under the effect of phantom arrow will believe it took it's reaction but failed on whatever it was trying to do.

On a successful save, the spell does nothing.

At higher levels

When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour.

 

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