Spirit Ranger: Magical Skills

## 3rd Level

At 3rd level, you gain a new Magical Skill. You may choose one of the following skill pairings, Health Skills or Hunter Skills. Once you choose a pairing, you may not change it. Within the pairing, choose one skill. You may swap between companion skills each time you achieve a higher level. (This extends to all pairs available at each level increase). Each skill operates as the Ranger spell of the same name, as if cast using a 2nd level spell slot, unless otherwise specified at higher levels.

* **Health Skills**: *Cure Wounds* **or** *Protection From Poison* or
* **Hunter Skills**: *Hunter's Mark* **or** *Darkvision*

### **Cure Wounds**

* A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
* **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

### **Protection from Poison**

* You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

### **Hunter's Mark**

* 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 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
* **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.

### **Darkvision**

* You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

## 5th Level

At 5th level, you gain another Magical Skill from the Attack Skills. These skills operate as if cast using a 1st level spell slot, unless otherwise specified at higher levels.

* **Attack Skills**: Hail of Thorns or Ensnaring Strike

### **Hail of Thorns**

* The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
* ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

### **Ensnaring Strike**

* The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

## 7th Level

At 7th level, you gain another Magical Skill from the Nature Skills. These skills operate as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.

* **Nature Skills**: Fog Cloud or Speak With Plants
* **Environment Skills**: Tree Stride or Commune With Nature

### **Fog Cloud**

* 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 wind of moderate or greater speed (at least 10 miles per hour) 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.

### **Speak with Plants**

* You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

### **Tree Stride**

* You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

### **Commune with Nature**

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons, cities or towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water

* Prevalent plants, minerals, animals, or peoples
* Powerful celestials, fey, fiends, elementals, or undead
* Influence from other planes of existence
* Buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

## 9th Level

At 9th level, Health Skills may be used twice between long rests. The duration for Hunter's Mark increases to 4 hours. Darkvision may be extended to a second creature. You also gain another Magical Skill. You may choose one of the following skill pairings, Energy Skills or Light Skills. Each skill operates as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.

* **Energy Skills**: Lesser Restoration or Protection From Energy
* **Light Skills**: Daylight or Lightning Arrow

### **Lesser Restoration**

* You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

### **Protection From Energy**

* For up to 1 hour, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

### **Daylight Arrow**

* You can imbue your arrows with radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.

### **Lightning Arrow**

* For one turn, your arrow can transform into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
* Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.
* The piece of ammunition or weapon then returns to its normal form.
* At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

## 11th Level

At 11th level, you gain another Magical Skill. You may choose one of the following skill pairings, Water Skills or Air Skills. Each skill operates as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.

* **Water Skills**: Water Breathing or Water Walk
* **Air Skills**: Conjure Barrage or Wind Wall

### **Water Breathing**

* For 24 hours, this spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

### **Water Walk**

* For 1 hour, this spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

### **Conjure Barrage**

* You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

### **Windwall**

* A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

## 13th Level

At 13th level, the duration of **Nature Skills** double.

## 15th Level

At 15th level, the duration for **Hunter's Mark** increases to 8 hours. Darkvision may be extended to four creatures.

## 17th level

At 17th level, **Attack Skills** now operate as if cast with a 2nd level spell slot and may be used twice between long rests.

## 18th Level

At 18th level, **Energy** and **Light Skills** may be used twice between long rests.

## 20th Level

At 20th level, you gain another Magical Skill. You may choose one of the following skills. Each skill operates as if cast using a 5th level spell slot.

* **Ammunition Skills**: Conjure Volley or Swift Quiver

### **Conjure Volley**

* You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.
* Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

### **Swift Quiver**

* You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
* On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.