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# Dargon's Black # collection of Ranger spells
##### Please do not treat this material as a direct patch to the Ranger class ##### This is a collection of spells from which you, the DM, may select spells which improves the Ranger class at YOUR table.
\pagebreakNum ### Additions to Ranger Spell list It is the authors firm belief that the following spells should be added to the Ranger spell list due to the fact that they are relevant for the class identity and provide: - **Thunderous Smite:** This spells fits the theme necessary to qualify as a Ranger spell, it is themed around the use of one of the basic elements within DnD. Mechanically it provides an alternate means of disengaging, forces movement for the purpose of forcing your allies to make an attack of opportunity and provides Tempest Clerics with access to a single target burs ability. - **See Invisibility:** As part of their class identity, Rangers also fight sentient threats in the forms of tribes of Orcs and Lizardfolk who are intelligent and capable enough to spawn sorcerers capable of casting invisibility. The same can be said for some of the Ranger's favored enemies such as Fey and Abominations. - **Flame Blade:** an awesome and thematic ability that gives Rangers access to a backup weapon in case their current is either destroyed or removed from your possession via some form of disarming technique. As one can deduce, this is added here solely as a utility spell. - **Alter Self:** another utility spell that can help the Ranger infiltrate congregations of sentient threats such as tribes of Orcs, Goblinoids and Lizardfolk. It also makes the Ranger better at swimming or climbing (for example by giving yourself hooves akin to those of a mountain goat). - The spells added to Ranger in Tasha's Cauldron of Everything. ### Spells that are on the Ranger spell list, but need to be shared among other classes All of the bellow spells will remain Ranger spells, however due to their overall efficiency it is decided they are not OP and should not be locked down to one class as a result. - Ensnaring Strike; this spell is now also available to Bards, Druids and Warlocks. - Cordon of Arrows this spell is now also available to Artificers, Bards, Druids, Warlocks and Wizards - Flame Arrows; this spell is now also available to Sorcerers (due to new meta magic features in Tasha's) and Wizards (due to Eldritch Knights and Arcane Trickster subclasses existing). - Conjure Barrage & Conjure Volley; these spells are now also available to Wizards. - Swift Quiver; this spell is now also available to Artificers and Wizards. \columnbreak ### Revamped Ranger Spells ##### Hail of Thorns *1st level conjuration spell* **Casting Time:** 1 Bonus Action **Range:** Touch **Components:** V **Duration:** 1 round The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
**At higher levels**
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ##### Zephyr Strike *1st level transmutation spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Instantaneous You move like the wind. Until the end of your turn, your movement doesn’t provoke opportunity attacks, your speed is increased by 30 feet and you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit.
**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 6d8). ##### 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 can make one additional attack with advantage, dealing an additional 1d8 force damage on a hit, for each slot level above first, however you can't make more than 1 attack with advantage from this spell in one turn.
\pagebreakNum > **Author's Note:** Unless written otherwise in an Author's note section, all of these spells are Ranger exclusives. ### New Ranger Spells ##### Trickster's Riposte *1st level conjuration spell* **Casting time:** Reaction **Range:** Self **Components:** V, S **Duration:** 1 round
Reaction trigger: When creature within 10 feet of you succeeds on an attack roll against you.
This spell causes a writhing mass of thorny vines to appear underneath the attacker, and the target must succeed on a Strength saving throw or be restrained by these vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target cannot make attack of opportunity until the start of it's turn. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. > **Author's Note:** This is also a Druid and a Wizard spell. ##### Trickster's Armament *1st level illusion spell* **Casting Time:** 1 Bonus Action **Range:** Self / as weapon **Components:** V, M (a melee weapon) **Duration:** Concentration, up to 1 minute
You enchant your weapon with illusion magic.
Whenever you damage a creature using a melee 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 until the beginning of it's next turn.
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:** The only limitation on this spell are it's duration and amount of creatures you can hit per turn. This is also a Wizard spell. \columnbreak ##### Trickster's Quiver *1st level illusion spell* **Casting Time:** 1 Bonus Action **Range:** 120 feet **Components:** V, M (a ranged weapon that uses ammunition) **Duration:** Concentration, up to 1 minute You infuse the ammunition of a ranged weapon that does not have the thrown property with the following effect.
Whenever you damage a creature using a piece of ammunition that was fired from this quiver, you can force it to make an Intelligence Saving Throw. On a failed save the creature looses it's ability to take a reaction until the beginning of it's next turn.
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:** The only limitation on this spell are it's duration and amount of creatures you can hit per turn. This is also a Wizard spell. The purpose behind the Trickster's Quiver and Trickster's Armament spells is to create a new way through which Rangers provide crowd control.
What these spells do is they instill a sudden sensation of pain or discomfort when an opponent is about to make an attack of opportunity. These phantom sensations are so intense, they distract it's victims attention away from the fight until their next turn. ##### Magic Fang *1st level transmutation spell* **Casting Time:** 1 Action **Range:** Touch **Components:** V **Duration:** Concentration, up to 1 hour
Select 1 creature of your choice. That creature can use it's bonus action to make a bite attack for 1d4 magical piercing.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, the target gain a +1 to attack and damage roll with this bite attack for each spell level above the first. > **Author's Note:** This is also a Druid and a Sorcerer spell. \pagebreakNum ##### Lawman's Bane *1st level transmutation spell* **Casting Time:** 1 Bonus Action **Range:** 120 **Components:** V, S, M (a pinch of dirt and a grasshopper’s hind leg) **Duration:** 1 Hour
You touch a creature. That creature’s speed increases by 10 feet and it's jump distance is tripled until the spell ends.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. > ##### Author's Note > > This is also a Bard, Druid, Sorcerer and Wizard spell. This spell replaces both Longstrider and Jump in game. ##### Animal Empathy *1st-level enchantment* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** Concentration, up to 1 Hour For the duration of this spell you gain the ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, the effect will extend to a number of creatures equal to your spellcasting modifier, who are within 10 feet of you.
When cast with a spell slot of 3rd level, the duration is increased to 8 hours.
When you cast this spell using a spell slot of 4th level, the duration is increased to 12 hours. >**Author's Note:** This spell is also available to Druids. \columnbreak ##### Terran Force *1st level transmutation spell* **Casting Time:** Special **Range:** Self **Components:** V **Duration:** Concentration, up to 1 minute
Reaction trigger: you are forced to make a saving throw against being knocked prone, restrained or pushed back
You are strong like the mountains. Whenever you make a saving throw against being knocked prone, restrained or pushed back, you may roll with advantage.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, you also gain a bonus to the roll equal to 1d4 per level of the spell slot used above the 1st, to a maximum of 5d4. ##### Predator's Den *2nd level abjuration spell* **Casting time:** 5 Minutes **Range:** 60 feet **Components:** V, S, M (claws from a carnivore beast and a wooden totem depicting the owner of the claws) **Duration:** 6 hours
You mystically mark a 60 foot square as your territory. Enemy creatures must make a Wisdom saving throw against your spellcasting DC before approaching the area of this spell.
A creature who fails this spell cannot approach the area under this spell, while a creature who succeeds on this saving throw will be unaffected by this spell for 24 hours. > **Author's Note:** This is also a Druid spell. ##### Predator's Insight *1st level enchantment spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Instantaneous By casting this spell, you become more aware of your opponent's weak points, helping you land more vicious blows. Make a weapon attack against one foe as part of the action to cast this spell. The attack is made with advantage, will critically hit on an attack roll of 19 or higher and deal 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:** This is also a Druid spell. \pagebreakNum > ##### Author's note > >All of the Arcane Shot options are now Ranger and Wizard exclusive 2nd level spells. Except for Enfeebling Arrow which is a 1st level spell available to these classes. > >
> >Obviously, you would need to disallow Arcane Archer subclass from fighter to be able to distribute the Arcane Shots as spells - but I'd do it in a heart beat. > >
> >**Additionally:** Feel free to skip this page unless you want to nerf Hunter's Mark at your table. ##### Hunter’s Mark *1st level divination spell* **Casting Time:** 1 Bonus Action **Range:** 120 feet **Components:** V **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry and gain the following benefits against it until the spell ends: - you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the creature you marked. - the creature marked by you has disadvantage on Wisdom (Perception) checks and Wisdom (Survival) to try and find you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, you may mark a number of creatures equal to your spell casting modifier + 1.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. > This now a Druid spell as well as a Ranger spell. The purpose of this rework is to have Hunter's Mark be a utility spell designed to find people. \columnbreak ## Vengeance Paladin replacement for Hunter's Mark > Because the rework to Hunter's Mark featured in most Ranger brews ruins a Vengeance Paladin oath spell, an appropriate replacement has been included here to make things right for Paladin Players and GM's. ##### Inquisitor’s Mark *1st level divination spell* **Casting Time:** 1 Bonus Action **Range:** 120 feet **Components:** V **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your nemesis. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. Additionally the target must roll with disadvantage when it makes Intimidation and Deception checks against you, for as long as you are able to maintain concentration. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, you may mark a number of creatures equal to your spell casting modifier + 1.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. > ##### Author's Note > > I consider this spell to be a mechanical upgrade for Vengeance Paladins due to the fact that it acts as a single target Zone of Truth spell and it focuses the caster on having an active role in interrogations. This spell is well suited for charisma based spell casters as they have higher chances of passing persuasion, intimidation or deception checks.