D&D: Five Ranger Spells to Keep in Your Quiver
When the working day is done, Rangers just wanna have fun. It’s true. They just wanna. So, take a look at some of the best spells Rangers have.
That’s right folks, Rangers can cast spells too – it’s one of the most often overlooked parts of their kit. Understandable, in that many games don’t make it to the level where they have more than one or two spells to cast. And many of their early spells just don’t keep up damage-wise with normal attack actions. So it can be easy to think their spellcasting isn’t up to par, especially when Hunter’s Mark is right there. But like Warlocks and Hex, often Hunter’s Mark provides such a narrow benefit that you’ll miss out on a few other things that Rangers can do. Here are five.
Like a Paladin Smite in many ways, this bonus action spell turns the next attack you make into an attack that restrains the target (giving all of your allies advantage when attacking) and that also deals damage at the start of each of its turns. Effects, damage, all while still working on any attack you care to make. This spell is such a boon to Rangers.
Though if you’re looking to get the most bang for your 1st-level spell buck, Goodberry is probably one of the best places to go. One action gives you 10 berries that you can give to your friends (so in a party of 5, that’s 2 berries for everyone, including Neve Campbell), which provide enough nourishment to sustain you for a day assuming nothing goes wrong. But really that means up to 10 free hit points that you can share with your friends, which means up to 10 times you or your friends can get back up in a fight after you drop to 0.
Pass Without Trace
+10 to Stealth means that even your disadvantaged Fighter in Plate Armor won’t alert every guard in a five mile radius. This is one of the best group buff spells in the game, and it can help you get into position and take out opponents silently and you also can’t be tracked without magic. Be the mysterious cause that puzzles a party of hapless low-level adventurers.
A sleeper hit of a Ranger Spell. This is such a great battlefield control spell – you set up a significant area (fireball sized) and creatures take damage as they move through it. 2d4 piercing per five feet, and it’s difficult terrain, so you can really discourage folks from going somewhere. Eben if they spot it, there’s no save to prevent the damage, it just happens. And all it takes is an action on your part.
Conjure Woodland Beings
There’s some famous abuse that can come with this one in the form of summoning a bunch of Pixies and having them polymorph themselves or whomever into a bunch of Giant Apes or other high CR beasts on top of everything else. But even if your GM rains on that particular parade, there’s still a lot you can get out of some fae allies at a moment’s notice, including six extra attacks in the form of Quicklings or invisible scouts and allies in the form of Sprites.
So the next time you’re reconsidering a Ranger, take one of these spells for a spin and see what they do for you.