Expanded Ranger Spells
Listed in this document are some more ranger spells to hopefully give more variety to ranger spellcasting.
Barbed Strike
2nd-level transmutation
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon grows vicious barbs that lacerate the target. The attack deals an extra 2d4 piercing damage and causes the target to bleed (if its physiology allows it). A bleeding creature takes 2d4 piercing damage at the start of each of its turns, and it can then make a Constitution saving throw, ending the spell on a success. The target or a creature within 5 feet of it can also use an action to make a Wisdom (Medicine) check against your spell save DC, ending the spell on a success.
Deadly Mark
5th-level divination
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Sight
- Components: V
- Duration: Concentration, up to 8 hours
You choose a creature you can see and focus all of your concentration on that creature's death. Until the spell ends, you gain the following benefits against the creature:
- You know the creature's exact location, even if it is invisible or on another plane of existence.
- You cannot have disadvantage on attack rolls against the creature.
- Whenever you hit the creature with a weapon attack, it becomes a critical hit.
Explosive Arrow
4th-level evocation
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell's duration, you prime the weapon or ammunition to magically explode. Whether the attack hits or misses, the weapon or ammunition then explodes in a 15-foot-radius sphere centered on the target. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites and damages nonmagical objects that aren't being worn or carried in the area.
The weapon or ammunition is then destroyed unless it's magical.
Hunter's Eye
2nd-level divination
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your senses become sharpened to a razor's edge, granting you a +10 bonus to Wisdom (Perception) checks for the duration. When you cast this spell, and as a bonus action on each of your turns thereafter, you can take the Search action.
Piercing Arrows
3rd-level transmutation
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a quiver containing arrows or bolts and render the ammunition razor sharp. Whenever you make a ranged weapon attack using ammunition drawn from the quiver, you can target two creatures in a 5-foot-wide line extending from you to the weapon's short range. Make a single attack roll against the AC of both creatures, and roll damage once for both creatures.
Renew
4th-level transmutation
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a white rose)
- Duration: Instantaneous
You amplify your natural healing ability and receive a sudden burst of vitality. You regain 4d8 hit points and end one disease or one condition affecting you that is blinded, deafened or poisoned.
Seeking Strike
3rd-level divination
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you make a weapon attack, your strike lands true regardless of the difficulty of landing it. You don't make an attack roll; instead, you automatically hit the target, and you deal an extra 2d6 damage to the target.
Storm of Steel
4th-level conjuration
- Classes: Ranger
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You brandish the weapon used in this spell's casting and unleash a flurry of strikes against any number of creatures within range. Make a melee spell attack against each target; you may use your Strength or Dexterity (as appropriate for the weapon) for these attack rolls if it is higher. On a hit, a creature takes 6d10 force damage, and on a miss, it takes half damage.
Art Credits
- 'Explosive Shot' by Tom Baxa (edited by me)
- 'Power Shot' by Jonboy Meyers