


Ranger Spells (by class)
Level One Spells (Novice)
Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.
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Hunter's Mark (1) (V, 9 tiles, BA) - You choose a target you can see within range and mystically mark it as your quarry. The mark lasts 3 turns, and while it's present you deal 1d6 damage to the target whenever you hit it with a weapon attack. If the targets drop to 0 Hit Points before this spell ends, you can use a bonus action on a subsquent turn of yours to mark a new target.
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Level Two Spells (Adept)
Protection from Poison (V, S, 1 tile, A) - You touch a target within range. If they are Poisoned, you remove all poisons that affect the target. Additonally, if the target you cured becomes poisoned in the next turn, you can use this ability as a Free Action to cure them. This Free Action can be used only once per combat.
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Lesser Restoration (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.
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Barkskin (V, S, 1 tile, A) - You touch a willing creature. For the duration of 2 turns, the target's skin has rough, bark-like appearance and the target's AC becomes 16 regardless of what Armour they're wearing.
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Healing Spirit (V, S, 6 tiles, BA) - You call forth a nature spirit to soothe the wounded. The intangible spirit appears around the target you choose within range. The spirit looks like transparent beast or fey (your choice). For the duration of 2 turns, whenever the target of your spell starts their turn, you can use free action to restore their Hit Points by 1d6, aftertwards the spirit disappears.
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Silence (V, S, 12 tiles, A) - You select a target and mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target.
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Shatter (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.
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Gust of Wind (V, S, 6 tiles, A) - Pick up to 3 targets within range. All of the selected targets have to succeed on Strength saving throw or be pushed 2 tiles away from you. If there is any obstacle in the direction of their pushback, they’re stopped. Additionally, affected targets have their movement halved for their next turn.


Level Three Spells (Professional)
Revivify (V, S, 1 tiles, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.
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Flame Arrows (V, S, 1 tiles, A) - You touch a quiver containing arrows or bolts. When the target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire Damage. The spell lasts 3 turns.
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Level Four Spells (Master)
Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.
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Grasping Vine (V, S, 6 tiles, BA) - You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a target within 6 tiles of you. The target must succeed on a Dexterity saving throw or be pulled 2 tiles towards you.
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Stoneskin (V, S, 1 tile, A) - This spell turns the flesh of a willing target you touch as hard as stone. For the duration of 2 turns, the target has resistance to Bludgeoning, Piercing and Slashing Damage.


Ranger Spells (By subclass)
Horizon Walker (Novice)
Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.
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Horizon Walker (Practitioner)
Misty Step (2) (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.
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Horizon Walker (Expert)
Intellect Fortress (3) (V, 3 tiles, A) - For the duration of 3 turns, you or one willing target you can see within range gains resistance to Psychic Damage, as well as +1 to Intelligence, Wisdom and Charisma saving throws.


Monster Slayer (Novice)
Bane (1) (V, S, 3 tiles, A) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw they receive -2 to Attack Bonus until the end of combat.
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Monster Slayer (Practitioner)
Strengthening Bond (2) (V, S, 1 tile, A) - You touch a target and strengthen their physique. For the duration of 3 turns, the target receives +1 to Str, Dex and Con saving throws.
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Monster Slayer (Expert)
Slow (3) (V, S, 12 tiles, A) - You select a target within range. The target must succeed on a Wisdom saving throw or be affected by this spell for 2 turns.
When under the effect of Slow their movement is halved, they receive -2 penalty to AC and Dexterity saving throws, and they can’t use reactions. On their turn they can use either an action or a bonus action, not both. Regardless of the target’s abilities or magic items, it can’t make more than one melee or ranged attack (including spells) during their turn.


Swarpkeeper (Novice)
False Life (1) (V, S, self, A) - You bolster yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points until you finish a Long Rest.
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Swarmkeeper (Practitioner)
Blur (2) (V, self, A) - Your body becomes blurred, shifting and wavering to all who can see you. For the duration of 1 turn, you gain +1 to AC and Dexterity saving throws. Additionally, if you move out of melee range, you do not trigger AoO.
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Swarmkeeper (Expert)
Stinking Cloud (3) (V, S, 9 tiles, A) - You create a sphere of yellow, nauseating gas centred on a target of your choice. Everyone within 2 tiles of the target, and the target, have to make a Constitution saving throw. On a failed saving throw, all of your targets receive status Dazed. Targets that don’t need to breathe are immune to this spell.
Below you will find a small legend for easier browsing.
V - Verbal Component
S - Somatic Component
X tiles - Spell's range
self - Spell is castable only on you
A - Action
BA - Bonus Action
R - Reaction
(1) - The number is a Spell Slot the spell uses.