Ranger - Spells Expanded Mark 2

by KibblesTasty

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Ranged Oriented Options

Multishot

1st-level evocation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp).
  • Duration: 1 round

You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it for the duration. The first time you attack with the empowered item, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes 2d8 force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st.

Lightning Shot

3rd-level transmutation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp).
  • Duration: 1 round

You touch a piece of ammunition or weapon with the thrown property, imbuing it with crackling lightning energy for the duration.

The first time you attack with the empowered item, it transforms into a bolt of lightning, and when fired blasts out from you in a line 100 feet long and 5 feet wide. Make the weapon's attack roll against each creature in that line, dealing 4d8 damage on hit, and half as much on a miss. This damage roll does not add any modifiers or bonus associated to weapon attacks. The lightning ignites flammable objects in the area that aren't being worn or carried.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd, up to a maximum of 6d8 at 5th level.

Gale Shot

4th-level transmuation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp).
  • Duration: 1 round

You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional 4d8 damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes 2d8 bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level, the shot deals an additional 1d8 damage and the target is knocked backwards an additional 10 feet.

Vorpal Arrow

5th-level transmutation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp).
  • Duration: 1 round

You touch a piece of ammunition or weapon with the thrown property, imbuing it with the ultimate edge. The first time you attack with the empowered item, it adds +3 to attack and damage rolls, and pierces all resistances and immunities to the weapons damage type. On a hit, the creature takes 6d8 additional damage. If this damage reduces the target to zero hit points, it is killed by a mortal wound.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

Melee Oriented Options

Elemental Strikes

1st-level transmutation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: 1 round.

You touch a melee weapon in your possession and imbue it with elemental energy, choosing from acid, cold, fire, lightning, poison, or thunder. Until the start of your turn, attacks with that weapon deal 1d8 damage of the elemental damage type chosen.

If you touch a weapon with the Light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell lasts for an additional round for each level about 1st.

Electrify

1st-level evocation


  • Classes: Occultist, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round.

You channel lightning into your hands. After casting this spell, if you make a successful melee spell attack, unarmed strike or a melee weapon attack with a weapon made of a conductive material (such as metal), the target takes 1d10 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn. The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

For the duration of the spell, you can cast the spell shocking grasp.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, if the target fails the save the becomes stunning until the end of their next turn.

Iron Wind Strike

2nd-level conjuration


  • Classes: Ranger
  • Casting Time: 1 action
  • Range: Self(15-foot radius)
  • Components: V, S, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon's damage type.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd.

Whirling Conflagration

3rd-level transmutation


  • Classes: Rangers
  • Casting Time: 1 action
  • Range: Self(15-foot radius)
  • Components: V, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then whirl around, ignited it in whirling conflagration. Make a melee weapon attack against each target within 15 feet. Each target takes 6d6 fire damage on hit, or half as much on a miss

At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 damage to each target on hit for each slot level above 3rd.

Dimension Cutter

4th-level conjuration


  • Classes: Ranger
  • Casting Time: 1 action
  • Range: Self(15-foot cone)
  • Components: V, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone take 6d6 force damage.

Dimensional Space. Slashed Apart.

It is intentional the Dimensional cutter offers no attack roll or saving throw. It serves as a guaranteed damage option.

Martial Steel Wind Strike

5th-level conjuration


  • Classes: Rangers, Wizards
  • Casting Time: 1 action
  • Range: Self(30-foot radius)
  • Components: V, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 6d10 damage of the weapon's damage type.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Caius' Notes: Steel Wind Strike

I have long been confused by Steel Wind Strike - clearly a spell meant for Martials but one that they cannot seemingly use. As usual, the culprit was meddlesome Wizards, you have tweaked the spell to suit them, leaving it rather unsuitable for its intended audience. Fortunately, I have been able to reconstruct it's true form.

General Options

Alacrity

2nd-level transmutation


  • Classes: Bard, Occultist, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (the hand of a broken clock)
  • Duration: 1 Round.

Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If you are under the effect of haste, you gain no benefit from this spell.

Burning Weapon

2nd-level transmutation


  • Classes: Rangers
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon at least 1 cp).
  • Duration: 1 round

You touch a piece of ammunition or weapon, imbuing it with licking magic flames. The first time you attack with the empowered item, it bursts into brilliant flames. On a hit, the target takes an additional 4d4 fire damage and begins to burn. On a miss, the target takes half as much damage and does not start to burn.

The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet and takes 1d4 fire damage at the end of its turns unless a creature uses their action to put the flames out.

Once an attack has been made with the piece of ammunition or weapon, the spell ends. If you touch a weapon with the Light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by 1d4 damage.

Windsense

2nd-level transmutation


  • Classes: Druids, Rangers
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round

You cast your sense into the wind. Until the start of your next turn, you gain a blindsight of 60 feet, and you gain advantage on Wisdom (Perception) checks. Your passive Perception gains +5, revealing any creature to you that is revealed by your elevated passive Perception.

For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your blindsight, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see.

 

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