Ranger is a class in Baldur’s Gate 3. Rangers are unrivalled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey.
Ranger
Class
Rangers are unrivalled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey.
- Hit points at level 1
- 10
- Hit points per level
- 6
- Spellcasting ability
- Wisdom
- Subclasses
- 4
Ranger progression
Class levels 1–12 · Select a feature to read its game description.
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1Level
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2LevelLevel 1 spell slots × 2 Current spell slots
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3LevelChoose a subclass 4 branchesLevel 1 spell slots × 3 Current spell slots
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4LevelLevel 1 spell slots × 3 Current spell slots
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5Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
6LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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8Level
Land's Stride: Difficult Terrain
Granted feature
You have become an expert at moving through the wilderness.
Difficult Terrain no longer slows you down.
Land's Stride: Plants
Granted feature
You have become an expert at moving through the wilderness.
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots -
9LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
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10Level
Hide in Plain Sight
Granted
Camouflage yourself with your environment to become
Invisible and gain a +10 bonus to Stealth
Checks, as long as you stand still. Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
11LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
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12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 4 Current spell slots
Hunter subclass progression
Hunter
Subclass
You seek the most dangerous prey in Faerûn, from ancient dragons to massive hordes of undead, and excel at slaying them all.
Related entry
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3Level
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7Level
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11Level
Whirlwind Attack
Granted
Strike out at all nearby foes, making separate
attack rolls against each target.
Volley
Granted
Fire a cascade of magical broadheads and bodkin arrows upon nearby foes.
Beast Master subclass progression
Beast Master
Subclass
You foster an intelligent bond with a powerful beast that can aid you in and out of combat.
Related entry
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3Level
Ranger's Companion
Granted
Gain a beast companion that accompanies you on your adventures and fights alongside you. -
5Level
Companion's Bond
Granted feature
The bond between you and your animal companion grows stronger. Your
Proficiency Bonus is added to its
Armour Class and damage rolls. -
7Level
Exceptional Training
Granted feature
Your animal companion can
Dash,
Disengage, and
Help as a bonus action. -
11Level
Bestial Fury
Granted feature
Your bond with your companion has deepened, unlocking their inner strength and giving them an Extra Attack.
Gloom Stalker subclass progression
Gloom Stalker
Subclass
Emerging like a horrible gift from the envelope of darkness and shadow, you ambush and put down your foes before they can even scream.
Related entry
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3Level
Dread Ambusher
Granted feature
You specialise in taking out foes swiftly and ruthlessly.
You gain a +3 bonus to Initiative.
On the first turn of combat, your
movement speed increases by 3m, and you can make an attack that deals an additional [3] damage.
Superior Darkvision
Granted feature
You can see in the dark up to 24m.
Disguise Self
Granted
Magically change all aspects of your appearance.
Dread Ambusher: Hide
Granted
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Umbral Shroud
Granted
Wrap yourself in shadows to become
Invisible if you are obscured. -
5Level
Misty Step
Granted spells
Surrounded by silver mist, you teleport to an unoccupied space you can see. -
7Level
Iron Mind
Granted feature
You have honed your ability to resist the mind-altering powers of your prey. You gain
Proficiency in Wisdom and Intelligence
Saving Throws. -
9Level
Fear
Granted spells
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls. -
11Level
Stalker's Flurry
Granted feature
You are swift enough to turn a miss into a new strike. When you miss with a weapon attack, you can make another weapon attack for free.
Swarmkeeper subclass progression
Swarmkeeper
Subclass
You have forged a deep connection with your natural surroundings and formed a magical bond with a swarm of nature spirits. This swarm serves as a helpful companion and a potent force in battle.
Related entry
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3Level
Prey's Scent
Granted feature
Your swarm deals an additional 1d6 Piercing damage to creatures marked by your
Hunter's Mark.
Mage Hand
Granted spells
Create a spectral hand that can manipulate and interact with objects.
Faerie Fire
Granted spells
All targets within the light turn visible, and
Attack Rolls against them have
Advantage. -
4Level
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5Level
Web
Granted spells
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them. -
6Level
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7Level
Writhing Tide
Granted feature
You can condense part of your swarm into a focused mass that lifts you up, granting you a flying speed of 3m and protecting you from surface effects.
Writhing Tide
Action
Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9m and become unaffected by surface effects.
Writhing Tide
Action
Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9m and become unaffected by surface effects.
Writhing Tide
Action
Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9m and become unaffected by surface effects. -
8Level
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9Level
Gaseous Form
Granted spells
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. -
10Level
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11Level
Mighty Swarm
Granted feature
Your swarm has grown stronger. The swarm's regular attack now deals 1d8 damage, its special attack has one additional feature, and teleporting with your swarm now also increases your
Armour Class for the rest of the round. -
12Level
Animal Handling
Wisdom skill
Athletics
Strength skill
Insight
Wisdom skill
Investigation
Intelligence skill
Nature
Intelligence skill
Perception
Wisdom skill
Stealth
Dexterity skill
Survival
Wisdom skill
Ranger Knight
You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain
Skill Proficiency in History and Armour Proficiency with Heavy Armour.
Skill Proficiency in History and Armour Proficiency with Heavy Armour.
Mage Breaker
You have a history of battling spellcasters. You gain
Proficiency in Arcana and can cast
True Strike.
Proficiency in Arcana and can cast
Sanctified Stalker
You swore to hunt the enemies of a holy or druidic order. You gain
Proficiency in Religion and can cast
Sacred Flame.
Proficiency in Religion and can cast
Keeper of the Veil
You specialise in hunting creatures from other planes of existence. You gain
Proficiency in Arcana, and can cast
Protection from Evil and Good.
Proficiency in Arcana, and can cast
Bounty Hunter
You gain
Proficiency in Investigation. Creatures you hit with Ensnaring Strike (either
ranged or
melee) have
Disadvantage on their
Saving Throw.
Proficiency in Investigation. Creatures you hit with Ensnaring Strike (either
Disadvantage on their
Saving Throw.
Urban Tracker
An expert at navigating the wild within the city, you gain
Proficiency in Sleight of Hand.
Proficiency in Sleight of Hand.
Beast Tamer
You have cultivated a strong bond with animals. You can cast
Find Familiar without expending a
spell slot.
spell slot.
Wasteland Wanderer: Cold
You have spent endless days surviving desolate tundras. You gain Resistance to Cold damage.
Wasteland Wanderer: Poison
You have spent endless days surviving fetid swamps. You gain Resistance to Poison damage.
Wasteland Wanderer: Fire
You have spent endless days surviving forbidding deserts. You gain Resistance to Fire damage.
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Hail of Thorns
The thorns deal [1] to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures.
Enhance Leap
Triple a creature's jumping distance.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Goodberry
Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4. Berries disappear after Long Rest.
Hunter's Mark
When you attack your quarry, you deal an additional 1d6 damage.
Cure Wounds
Heal a creature you can touch.
Ensnaring Strike
Your attack summons thorny vines that possibly
Ensnare your target.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Duelling
When you are wielding a melee weapon that is not Two-Handed in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
Archery
You gain a +2 bonus to ranged weapon attacks.
Defence
You gain a +1 bonus to
Armour Class while wearing armour.
Armour Class while wearing armour.
Two-Weapon Fighting
When you make an
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Hail of Thorns
The thorns deal [1] to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures.
Enhance Leap
Triple a creature's jumping distance.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Goodberry
Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4. Berries disappear after Long Rest.
Hunter's Mark
When you attack your quarry, you deal an additional 1d6 damage.
Cure Wounds
Heal a creature you can touch.
Ensnaring Strike
Your attack summons thorny vines that possibly
Ensnare your target.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Spike Growth
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Barkskin
Protect a creature from attacks: increase its
Armour Class up to 16.
Armour Class up to 16.
Protection from Poison
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks.
Checks.
Darkvision
You can see in the dark up to 12m.
Silence
This creature can't speak or cast spells that have a verbal component.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Hail of Thorns
The thorns deal [1] to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures.
Enhance Leap
Triple a creature's jumping distance.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Goodberry
Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4. Berries disappear after Long Rest.
Hunter's Mark
When you attack your quarry, you deal an additional 1d6 damage.
Cure Wounds
Heal a creature you can touch.
Ensnaring Strike
Your attack summons thorny vines that possibly
Ensnare your target.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Spike Growth
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Barkskin
Protect a creature from attacks: increase its
Armour Class up to 16.
Armour Class up to 16.
Protection from Poison
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks.
Checks.
Darkvision
You can see in the dark up to 12m.
Silence
This creature can't speak or cast spells that have a verbal component.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Lightning Arrow
Deals [1] and explodes in a bolt of lightning. Targets hit by the lightning possibly take an additional 2d4 Lightning damage.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Conjure Barrage
Channel your weapon's essence into a destructive, widespread volley.
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Colossus Slayer
Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum.
Giant Killer
If a Large or bigger creature attacks you, you can use your reaction to make a melee attack.
Horde Breaker
Target two creatures standing close to each other, attacking them in quick succession.
Steel Will
Your unshakeable resolve grants you
Advantage on
Saving Throws against being
Frightened.
Advantage on
Saving Throws against being
Escape the Horde
Opportunity Attacks against you have
Disadvantage.
Disadvantage.
Multiattack Defence
When an enemy attacks you, they have a -4 penalty to additional
Attack Rolls against you until the start of their next turn.
Attack Rolls against you until the start of their next turn.
Legion of Bees
You gain a swarm of bees that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Piercing damage, push the enemy away from you, or teleport you to a safer location.
Flurry of Moths
You gain a swarm of moths that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Psychic damage,
Blind your enemy, or teleport you to a safer location.
Cloud of Jellyfish
You gain a swarm of jellyfish that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Lightning damage,
Shock your enemy, or teleport you to a safer location.