------------------------5e Ranger Extra Spells-------------------------

Level 1 Spells



Fire-Heart



School: Pyromancy (Evocation)

Casting Time: Action

Range: Touch

Target: Single target, can target self.

Duration: Instant

Effects: Focusing the weaves of Doitean, of Fire around and within yourself or your target, you cleanse them of some sort of an affliction via fire. The target removes one of the following conditions; Diseased, Poisoned, Slow, Bleed. They also heal for 2d8 hp. However the target, unless they are a Ruby Magister (Evocation Wizard), or you the caster, must roll a Constitution saving throw against your Spell DC. If they fail, they gain 1 step of Exhaustion.

At Higher levels: For each level higher you cast this spell you may cleanse an additional condition at once from the target and they heal for an additional 1d8.

Silencing Shadow



School: Shadowmancy (Illusion)

Casting Time: Action

Range: 100 feet

Target: A creature you can see in range.

Duration: 10 minutes

Effects: Weaving the Onyx currents ever so subtly, you manipulate them, pulling them ever tighter around an individual until a band of pure onyx energy manifest around their head, effectively gagging them. They immediately roll a Wisdom Save. If they fail, they take 1d6 Psychic damage, and are Silenced for the duration, though they may attempt the save again at the end of each of their turns to overcome the Silence. If they succeed they take 1/2 damage and are not Silenced at all.

At Higher Levels: You increase the damage by 1d6 for each level higher you cast this and may also target an additional creature in range.

Level 2 Spells



Bloodhound's Gift



School: Druidism (Conjuration)

Casting Time: 1 Bonus Action

Range: 30 feet

Target: Any allies whom can hear you

Duration: 1 minute

Effect: Once you have marked prey for death, you seem to possess the Bloodhound's own gift for leading a pack. You can cast this spell to call out to your allies within range to hear you, pointed out your mark. They gain the benefits of your Hunter's Mark upon that target.

At Higher Levels: For every level beyond 2nd that you cast this spell, you can simply bestow the benefits to allies further from you, an additional 15 feet away per level.

Level 3 Spells



Hunter's Howl



School: Druidism (Conjuration)

Casting Time: Action

Range: 30 feet

Target: A space within range that is unoccupied that you can see.

Duration: 1 minute

Effect: Letting out a howl or some other bestial cry, seemingly to the air and nothing, you are gifted by the Bloodhound, the master of hunts himself. From his realm will appear a predator, a summoned ally which will see you as its packmaster, befitting the environment you are in. You do not control this summoned beast, but it will listen to your commands to the best of its abilities. Should it reach 0 hitpoints it simply fades back to where it came from, the Huntmaster's Glades.

At Higher Levels: The duration increases to 1 hour.

Hunter's Lodge



School: Geomancy (Transmutation)

Casting Time: 1 minute

Duration: 9 hours

Range: Touch

Target: Four clay bricks you must lay out in front of you facing the cardinal directions (North, South, East and West)

Effects: This spell is one of haven and shelter. From these four foundation bricks will come a simple hut, a hunter's lodge of sorts, befitting of the environment one is in. It will have a simple cooking pit or stove as appropriate either within its confines or just outside it, where a simple but hearty stew will be bubbling with game and local ingredients, that whilst perhaps not tasting the best will provide benefits. The stew will not be ready to eat until the last hour, as the lodge itself fades away. The lodge can house up to 8 medium sized individuals (a large sized individual counts as two, a small counts as a half), though it is cozy and only one room, open concept, with simple cots and hammocks. Those whom rest here find their rest revitalizing and safe from most outside influences. No creature can enter the structure that you do not name, though the structure is visible and could be harmed, so you will still need to keep vigil. The stew, come that last hour, after resting, will feed exactly the number of people you had take rest within the lodge. After consuming it, until you next long rest, you and those whom partake gain one of the following benefits, based on which table you choose to roll on. You must choose the table before rolling.

1d4 roll Benefit
1 +2 on Con Saves
2 +2 on Dex Saves
3 Expertise on Survival Checks
4 +2 on Melee Attacks


1d4 roll Benefit
1 +2 on Wisdom Saves
2 +2 on Ranged Attacks
3 Expertise on Stealth Checks
4 +2 Natural Armor


At Higher Levels: Should you cast this at 4th level, you can fit up to 10 medium creatures in the lodge, and your Huntmaster's Stew now bestows a benefit from both tables.

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