Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

Ranger 1st Abjuration

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is Heavily Obscured.

It lasts for the duration or until a strong wind (at least 10 miles per hour or one created by Gust of Wind) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Ranger 1st Conjuration

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry.

Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can take a Bonus Action to mark a new creature you can see within range.

At Higher Levels: 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.

Ranger 1st Divination

Cordon of Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

an ornamental braid

You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space.
Until the spell ends, the ammo can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammo for the first time on a turn or ends its turn there, a piece of ammo flies up to strike it.

The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammo is then destroyed. The spell ends when no ammo remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather from a beast

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
For the duration, the target has Advantage on ability checks using the choosen ability.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. You can choose a different ability for each target.

Ranger 2nd Transmutation

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ashes from burned mistletoe

A veil of shadows and silence radiates from you, masking you and your companions from detection.

For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and leaves behind no tracks.

Ranger 2nd Abjuration