DANCING LIGHTS

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Ranger Evocation cantrip

ALERT

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

When you roll Initiative, you can add your Proficiency Bonus to the roll. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Ranger 1st

DARKVISION

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You have Darkvision with a range of 120 feet.

Ranger 1st

FEY ANCESTRY

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Ranger 1st

FAVORED ENEMY

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.

Ranger 1st

SPELLCASTING

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You have learned to channel the magical essence of nature to cast spells. Wisdom is your spellcasting ability for your Paladin spells (Spell DC 12, Spell Attack +4). You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Ranger 1st

TRANCE

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Ranger 1st

WEAPON MASTERY

  • casting timeAbility
  • rangeSelf

  • componentsNone
  • durationPassive

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. Your training with weapons allows you to use the mastery property of Longbows: Slow. If you hit a creature with a Longbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Your training with weapons allows you to use the mastery property of Longswords: Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Ranger 2nd

Title

  • casting timeTime
  • rangeRange

  • componentsComponent
  • durationDuration

Description

Class cantrip
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