The Ranger is mechanically a cross between a Rogue and a Fighter, with the flavor of a martially inclined Druid. Surprisingly, if you want to be an archer who can read the signs of the natural world, the Scout Rogue is likely to be more effective than a Ranger in terms of sheer damage output and highly relevant skills.
Until recently, many people who wanted to play a Ranger chose the Scout Rogue because the Ranger class has many mechanical flaws that no amount of flavor can hide. Ranger has finally come into its own, however, with a few new subclasses and some optional class features to supersede the more inconvenient ones (and a major revision to the Beast Master). There aren’t many Ranger-specific spells, but the ones that do exist are phenomenal. Read our full guide to Ranger 5e Spells below.
Table of Contents
Spell Slot Progression
Rangers are considered half-casters. This means that while they have access to magic spells, they learn them slowly and don’t gain as many spell slots as full casters. Half-casters can only learn spells up to 5th level. The reason is that Rangers have plenty of other ways to handle themselves both in and out of combat without relying solely on magic.
Prepared Vs. Learned Spells
Rangers are learned casters, so choose your spells wisely. You have the opportunity to switch out a learned spell for a different spell when you take another level in ranger, though, so you aren’t stuck with spells forever.
Cantrips
Rangers do not get cantrips unless you select the Fighting Style Druidic Warrior. Your cantrips, like your spells, are based on your Wisdom score. The Fighting Style lets you choose two cantrips from the Druid spell list, and you never gain any more. Unlike standard cantrip rules, cantrips you receive from this Fighting Style can be exchanged every time you take another level in ranger.
Guidance
We will always tell you to take Guidance. There’s no reason not to, and it’s probably the best cantrip in the game. It’s a Concentration spell, but since it’s intended for use outside of combat, that’s rarely an issue.
Someone conducting a Wisdom (Perception) check? Help them out. Cast Guidance on a character to give them an extra 1d4 to their initiative roll if you have a surprise round or can prepare before combat.
Shillelagh
If you selected the Druidic Warrior Fighting Style, it’s probably because you’re building a Wisdom-based Ranger. While that isn’t a bad selection, especially if you’re hoping to multiclass with Way of the Astral Self Monk, Circle of Spores or Stars Druid, or Cleric, it can hamper your damage output. This spell allows you to attack with your Wisdom modifier using a one-handed weapon so you can carry a shield too.
1st Level
You gain access to 1st level spells at level 1.
Entangle
Entangle is useful when you need your enemies to stay put. Unless you’re up against something truly massive, its Strength score won’t be higher than your spell save DC, and restrained creatures have a disadvantage on attack rolls. Your allies will also have an advantage when attacking them. Just keep in mind that this is a Concentration spell, so you’ll need to balance your goals.
Hunter’s Mark
Before the optional feature Favored Foe was introduced, this was the primary spell that every Ranger wanted. It still is mathematically superior to Favored Foe since you apply the bonus damage to every attack instead of only on one attack per round. It’s also helpful if you’re facing a foe that might conceivably run away and need to track it. Read the Hunter’s Mark 5e Spell.
2nd Level
You gain access to 2nd level spells at level 5.
Spike Growth
This is one of the most powerful area effect spells. Even minor movements cost enemies a significant number of hit points. You can also use this spell to create a safe zone away from melee combat if you prefer to fight at a distance.
3rd Level
You gain access to 3rd level spells at level 9.
Plant Growth
Often overlooked, this spell isn’t just useful for farmers. You create overgrowth, which can slow down your enemies, and as written, you can make a giant ball of plants to trap flying foes. The speed reduction is nothing to sneeze at, and since Plant Growth doesn’t generate difficult terrain, spells that do cause it would technically stack.
4th Level
You gain access to 4th level spells at level 13.
Guardian of Nature
If you decide to build a Strength-based Ranger, you can finally reap your reward. Waiting until level 13 can make for a rough go, though. If you choose the Second Tree form, this spell is also handy for Dexterity and Wisdom-based Rangers.
If you took a dip in Rogue, advantage on Dexterity attacks would give you an automatic Sneak Attack. However, the best part of the Great Tree form is that you get advantage on Constitution saving throws to maintain Concentration and therefore keep this spell going.
5th Level
You gain access to 5th level spells at level 17.
Steel Wind Strike
If you’re playing a Wisdom-based Ranger, this spell was practically tailor-made for you. It’s a bit tricky for rangers with lower Wisdom modifiers since it’s a series of melee spell attacks, but if you have something that boosts your attack rolls like Bless or Guardian of Nature going, you might be able to swing this.
If you can make it work and you’re wading through a crowd, this provides you with fantastic damage against five separate enemies. If you want to be in melee as a Wisdom-based Ranger, we recommend multiclassing into Circle of Spores Druid for temporary hit points or monk for boosted AC.
Swift Quiver
The benefits of having two attacks for your bonus action that also deal your damage modifier cannot be understated. While some Ranger subclasses rely heavily on their bonus actions (Beast Master and Drakewarden primarily), it’s still usually better to drop your other Concentration spells and sacrifice your bonus action in combat.
It’s important to remember that you can’t combine this with either Hunter’s Mark for extra damage per strike or Guardian of Nature for advantage. However, if you have a +1/2/3 weapon or can flank with an ally, your likelihood of hitting your target dramatically increases.
The only rangers who might not benefit from this spell are those who took the Crossbow Expert feat and frequently combined their attacks with Hunter’s Mark. If you’re in a high magic campaign and have a magical weapon by level 17, this spell will improve your output and give you a higher chance for critical hits. Read the full Swift Quiver 5e spell.
Wrath of Nature
As long as you’re in a forest or similarly overgrown area, this is a fantastic spell. Unfortunately, most DMs aren’t kind enough to tell you about the site ahead of time, and higher-level parties tend to move around a lot during a single session. However, it is fascinating to think of all the ways your trees, rocks, and grass can trip up your enemies.
Ranger Spells 5e Complete List
Here is a complete list of Ranger Spells in 5th Edition DnD, which also includes some Spells from Unearthed Arcana (UA), which is not official Material.
1st Level Spells
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Entangle
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter’s Mark
- Jump
- Longstrider
- Searing Smite
- Snare
- Speak with Animals
- Sudden Awakening (UA)
- Wild Cunning (UA)
- Zephyr Strike
2nd Level Spells
- Aid
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- Enhance Ability
- Find Traps
- Gust of Wind
- Healing Spirit
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Weapon
- Pass Without Trace
- Protection from Poison
- Silence
- Spike Growth
- Summon Beast
3rd Levels Spells
- Ashardalon’s Stride
- Conjure Animals
- Conjure Barrage
- Daylight
- Elemental Weapon
- Flame Arrows
- Flame Stride (UA)
- Freedom of the Waves (HB)
- Lightning Arrow
- Meld into Stone
- Nondetection
- Plant Growth
- Protection from Energy
- Revivify
- Speak with Plants
- Summon Fey
- Water Breathing
- Water Walk
- Wind Wall
4th Level Spells
- Conjure Woodland Beings
- Dominate Beast
- Freedom of Movement
- Grasping Vine
- Guardian of Nature
- Locate Creature
- Stoneskin
- Summon Elemental
5th Level Spells
- Commune with Nature
- Conjure Volley
- Freedom of the Winds (HB)
- Greater Restoration
- Steel Wind Strike
- Swift Quiver
- Tree Stride
- Wrath Of Nature
Alexa spends the majority of her days explaining the ins and outs of DnD to her two cats, much to their dismay.