Hopping through the trees and stalking through the night, the ranger embraces their divine connection to the natural forces around them. Do you use your limited magic to hide your tracks, enchant your weapons, or heal your allies? Take a look at our list of the 10 best ranger spells and equip your ranger for their dangerous journeys into the wilderness!
- Cordon of Arrows
- Ensnaring Strike
- Goodberry
- Flame Arrows / Lightning Arrow
- Guardian of Nature
- Healing Spirit
- Hunter’s Mark
- Pass Without Trace
- Steel Wind Strike
- Zephyr Strike
Playing a 'Half Caster'
Rangers are commonly referred to as “half casters,” as opposed to “full casters,” such as their cousin the druid. Half casters generally have access to fewer spells and acquire spell slots up to a maximum of 5th level, instead of 9th level like full casters. As such, this list will only feature spells of 1st through 5th level.
1. Cordon of Arrows
2nd-level transmutation
Defend your campsite from invisible or hidden foes with this 2nd-level ranger-exclusive spell. Cordon of arrows allows you to plant four arrows into the ground and, for the next 8 hours, these arrows will automatically strike at any creature who comes within 30 feet of them. (You can exempt your allies from this spell.) Folks should still keep watch because the spell doesn’t sound an alarm—but if an arrow suddenly flings itself at an empty space in the dead of night, you know that something is nearby and have a good indication of where it is. Hopefully, your arrow strikes it, triggering a yelp of pain that indicates whether your foe is a monster, beast, or person.
2. Ensnaring Strike
1st-level conjuration
An arrow flies from your bow, singing through the air and embedding itself into your target. The arrow shudders, twisting and writhing as thorny vines spread from the point of impact and wrap around your target, attempting to restrain and pierce it.
Ensnaring strike is a staple for many rangers, as it only costs a bonus action and can grant you and your allies advantage on all attacks against a target. The extra damage each turn might not impact a fire giant very much, but hit a spellcaster with it and watch them make a Constitution saving throw at the start of every turn or drop concentration. Because a restrained target’s speed is 0, ensnaring strike could also prevent an enemy from escaping the area, gathering its allies, or approaching a downed ally.
Sometimes, slowing down many enemies is better than locking down a single target. In those situations, perhaps look to spike growth.
3. Goodberry
1st-level transmutation
Goodberry is a top-tier healing and utility spell, unique to the ranger and druid. You create 10 berries, each of which provide enough nourishment to sustain a creature for one day. Unless you find hunting and gathering really fun, eating one single berry does seem easier. Equally important, eating a berry restores 1 hit point. While that won’t be enough to satisfy a need for a potion or rest, it can bring an unconscious ally back up in a pinch.
If an ally is downed and has a goodberry on their person, they can be fed the goodberry as an action, bringing them back to consciousness with 1 hit point and resetting their death saving throws. A party of five can carry two goodberries each, eating them for nourishment at the end of the day if they haven’t needed to use them during combat.
4. Flame Arrows / Lightning Arrow
3rd-level transmutation
Light ‘em up.
At 9th level, the ranger can imbue their arrows with elemental magic. Flame arrows and lightning arrow present you with two options: Do you want to deal a modest amount of extra fire damage with your next 12 arrows (if you maintain concentration), or would you prefer to turn one arrow into a single explosive attack that deals guaranteed damage to all creatures in a 10-foot radius?
If you can swing it, it may be worthwhile to prepare both spells. Hordes of monsters might warrant an area of effect like lightning arrow, whereas a single long-range target might take more damage from 12 fiery arrows. Plus, plenty of monsters simply resist one damage type but not the other.
5. Guardian of Nature
4th-level transmutation
Do you like advantage on your attacks? What about an increased walking speed, or extra damage, or temporary hit points? Whether you’re up close swinging your scimitar or far away firing your longbow, use guardian of nature to pick the thing you do best and do it better.
Guardian of nature transforms you into one of two powerful forms: the Primal Beast, generally for Strength-based rangers who want to deal extra damage, and the Great Tree, preferred by Dexterity- or Wisdom-based rangers who appreciate defensive bonuses.
Keep in mind that your ranger may have feats or abilities that affect the value of these transformations. For example, a ranger who already has darkvision out to 120 feet won’t benefit from one of the Primal Beast’s four benefits, just as a ranger with the War Caster feat won’t see as much benefit from one of the Great Tree’s.
6. Healing Spirit
2nd-level conjuration
Healing spirit is widely regarded as one of the best out-of-combat healing spells. For a mere 2nd-level spell slot, a ranger with a +4 Wisdom modifier can distribute 5d6 healing among the party—that’s an average of 17 hit points, distributed among up to five creatures.
Compare this to a 2nd-level cure wounds with the same spellcasting modifier, which would heal an average of 13 hit points to one creature. This spell can also be used during combat to create a square on the field that PCs can enter to restore hit points; you can also move this square to an unconscious ally’s space, healing them at the start of their turn and sparing them a death saving throw.
If you don’t have time for a short rest, save your healing potions and use healing spirit to give your party a reprieve.
7. Hunter’s Mark
1st-level divination
Hunter’s mark is sleek and simple: Do more damage, and don’t lose track of your foes. With this spell, you magically mark a foe, causing all of your weapon attacks to deal an additional 1d6 damage. If the enemy tries to flee, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Furthermore, when your initial quarry dies, you can use a bonus action to move the hunter’s mark to a new creature—no need to recast the spell.
If you want to efficiently use your concentration to bring your damage output a bit closer to the party’s paladin or fighter, hunter’s mark is a great choice.
8. Pass Without Trace
2nd-level abjuration
No longer need you fear the words, “Can I get a group Stealth check?”
Pass without trace gives you and everyone within 30 feet of you a +10 to your Dexterity (Stealth) checks for a full hour. During this time, your party leaves no physical traces of their passage and can only be tracked by magical means. Just stick close together and try not to roll any natural 1s!
9. Steel Wind Strike
5th-level conjuration
Steel wind strike is one of the ranger’s most powerful spells, available at 17th level. When you cast this spell, you flutter around the battlefield, striking up to five targets for 6d10 force damage each before teleporting to within 5 feet of any target. That’s an average of 33 damage per hit—and remember that force damage is one of the most valuable types because so few enemies are resistant to it. Combine this spell with guardian of nature’s Great Tree form to gain advantage on these attacks!
While steel wind strike is a potent display of magical power, rangers who prefer an area of effect should look to conjure volley.
10. Zephyr Strike
1st-level transmutation
Zephyr strike is a fun spell that allows you to ignore opportunity attacks for up to 1 minute, perfect for escaping a group of enemies. And it only costs a bonus action, allowing you to Dash if your situation requires it.
Zephyr strike also grants an additional offensive and mobility boost, plus the flexibility to choose when to use it. For one turn of your choice during the spell’s duration, you can give yourself advantage on an attack, extra damage on that attack (if it hits), and a 30-foot increase to your walking speed. If you have a poisoned or enchanted arrow, use it with zephyr strike to help ensure it hits.
When you’re simply looking to increase your mobility, you may want to pick up longstrider. If you want to increase your mobility and hurt people when you walk by them, look to Ashardalon’s stride from Fizban’s Treasury of Dragons.
Building a Ranger
Spells ready, quiver loaded, sword sharpened—you’re ready to go on an adventure. Use the D&D Beyond character builder to assign your ability scores, pick your weapons, and select some spells!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Hunter's mark and the Healing Spirit are my favorites, thanks for recommendations
No mention of Entangle or Fog Cloud? No Summon Beast or Conjure Animals?
I had a ranger in my party that used Hunter's mark all the time, and to great effect. That, and he was a Hunter with the Collosus Slayer feature, so he was one of the top damage dealers too.
You can't use goodberry to revive an ally as written; a creature has to use its own action to eat the berry, which you can't do while unconscious.
It's still an excellent spell for out of combat healing though; since the berries last for 24 hours you can just burn any unused spell slots you have right before you take a long rest in order to stock up on berries for the next day. While it takes an action to each berry (so a 1 minute to eat 10 etc.) having just a stock of spare hit-points for a party can make a huge difference.
I've been using this with a Ranger of mine and I usually manage to stock up 10-20 berries for the next day. The main spell that character currently uses is hunter's mark which lasts a while so they don't get through a lot of their spell slots unless things go badly (or concentration breaks, but they have Favored Foe as a back-up when that happens). And I get a lot of mileage out of hunter's mark on that character as they have Polearm Master, so on many rounds I can be putting out four attacks, each with an added d6 damage, plus another d6 from Gathered Swarm (when I'm not using that that to shunt myself 5 feet to help trigger the reaction attack again).
Fog Cloud is underrated!
I think you can feed the uncouncious character like a goose. You know, really thumb it down the throat.
Zephyr Strike is my favorite spell ever made. Good article
this is embarrassing. Not only is it weird that an official source is in essence telling people what to do when they're playing, but they're doing it badly.
Cordon of Arrows is a pathetically weak spell, it doesn't even need explanation for how godawful it is. Hunter's Mark is notoriously weak, it shouldn't even need pointing out that a concentration spell that competes frequently for your BA for less than 3.5 single target DPR is bad. Easily half these spells are under a 3/5 in terms of usefulness. Zephyr Strike is bad, Steel Wind Strike comes way too late to be good, does less damage than fireball, and positions you unfavorably. Flame arrows adds significantly less damage than Pass Without Trace does and competes with it for concentration pre battle
Granted Rangers have a short list of spells but the fact that Conjure Animals isn't even on here (guess what, 8 cows still does like 60 damage a turn to a dragon (mildly hyperbolic, it's more like 45, but the point is that it's high)) is just dumb. Fog Cloud is also an obvious choice given that it shuts down a lot of higher level effects that rely on your enemies line of sight, allows you to hide in combat, and can negate enemy advantage. Plant Growth and Spike Growth are incredible area denial spells that should be on this list, at least above Cordon of Arrows of all things. Absorb Elements is a key defensive spell. That's 5 obvious spells off the top of my head that should've been here over the nonsense being peddled.
Seriously I cannot believe somebody was paid for this article and put cordon of arrows at the top. it's outright awful. a second level slot for less than 4d6 damage and it'll be spread out over multiple enemies? even if this did damage to a single target (unlikely since you can't choose who it hits) it would be embarrassingly bad. attacking twice adds more DPR at no slot cost, and you can do it from further away, and the damage happens before the enemy acts. This is a spell that has a 31% chance of killing a single goblin over the course of 4 turns. this is bafflingly bad. in an intrigue campaign where you have to maybe assassinate a noble it's still barely functional, it misses once or rolls low and it won't do its job. this spell is a waste of ink in every book it's printed in. "but it functions as an alarm" no it doesn't but also so does alarm, which is a lower level ritual. Alternatively a familiar will do the job, or one of your multiple allies since you don't need to sleep for your entire long rest. or you know, use hunting traps, or mules, or any of the many pieces of gear that cost under 10 gp that you can scatter around your camp site, instead of wasting a spell slot on this 1/6 spell. I'd give it a 0 but at least it technically does something, unlike Find the Path or whatever.
Where are you getting "less than 3.5 single target DPR" from? It's pretty much exactly 3.5 single target DPR if you only assume one attack per round, which makes it perfectly fine at those levels, but it applies to every attack you can make so the more the better.
At 5th-level every Ranger gets a second attack; any Ranger can take the two-weapon fighting style and dual wield, while the bonus action conflicts in the turn you set the mark, it lasts an hour so you can do it in advance unless you're ambushed, and it still applies in later rounds regardless, so you can be making three attacks for 10.5 damage average.
As I said earlier, I've been using it on a Swarmkeeper with Polearm Master, so I can pretty easily trigger a fourth reaction attack for an extra 14 damage average per round, and that's without any critical hits (since the hunter's mark dice doubles as well in that case).
The fact that it lasts an hour for a 1st-level slot, and be transferred to other targets makes it a good value spell, and if you're attacking mostly at range loss of concentration isn't a major concern, it's more of one for a melee ranger but you can build for that; again on my Swarmkeeper I also have Sentinel, which not only gives me another possible reaction attack, but it can stop an enemy when they enter my reach, meaning I may not be attacked at all (by that enemy), and Gathered Swarm enables extra mobility.
Plus this spell needs to be taken in the context of Ranger sub-classes, most of which usually have their own added damage, so it adds up quickly. Gloom Stalkers even get an extra attack in the first round, so that's another attack augmented by hunter's mark.
Are there better things to spend higher level slots on? Absolutely, but it's a perfectly good spell for a 1st-level slot.
I like conjure animals but those eight cows aren't going to do shit to a dragon; their chances of hitting a dragon's AC aren't amazing to start with (and even worse if frightened), but they can't hit it at all if it's not on the ground or moves around a lot.
Fog cloud is a spell that seems good but all an enemy has to do to counteract it is move, and the fog impedes you and your allies as much as your enemies; darkness is arguably better because you can attach it to an object and move it around.
Spike growth you won't get any arguments about because it's just good if used well. It needs pairing with Druidic Warrior for thorn whip so you can force enemies through it more (ideally your entire party should have that cantrip… 😈).
sorry about my formatting, don't know how to use this site.
I'm getting less than 3.5 from basic maths, since you need to hit for damage to be done. 3.5 is the average of d6, you don't hit on every attack, ergo less than 3.5. Pretty obvious. TWF is notoriously weak, and also requires your BA, so moving Hunter's Mark to an enemy to hit with your TWF is a two turn thing endeavour. Ditto with Polearm Master. if your enemy takes a very long time to kill then the marginal damage from wasting your initial BA to move hunter's mark to them isn't going to change much, and if they don't have a lot of health you should just be using your BA to hit them. and again it takes conc. At low levels you have low slots, which are usually better spent on restcasting goodberry for out of combat healing (if your days are long and have multiple encounters), or on simply defending yourself with absorb elements or entangle or using cure wounds to yoyo your allies. Or casting fog cloud. Or entangle for kiting. You admitted it's worse at higher levels but then still talked about it being good at higher levels, I'm not sure you know where you're at.
Cows have a +6 to hit, that's perfectly fine, CR 9 monsters still have like 17-20 AC (you know, the thing you ignored when you talked about Hunter's Mark DPR). Not to mention summon airstrike tech from tasha or xanathar or whatever. Or you know you could get raptors or wolves or giant bats. cows are an example I use as a joke because they sound funny. Conjure animals may fall off as enemies gain resistance or flight but upcasting it to 5 is still obviously better than casting most of the spells on this list. It also adds a lot of tankiness to your side of the field for obvious reasons (extra HP + area denial). At level 9 CA still shreds Aeroian Absorbers, Eladrin, Biomancers, Dullahan, Death Slaad, Guardian Naga, Giff Warlord, etc etc etc and those are all CR 10.
Fog Cloud seems good because it is good. You use it to balance out an encounter, exactly like I said. Darkness is fine too, that aint news.
And yet you assume cows will do 60 damage per round to a dragon, because apparently cows don't need to hit and dragons don't have armour… 🤔
Not really; as I said, hunter's mark lasting an hour means you're under very little time pressure to set it up. While you can't always mark a target ahead of a fight, a Ranger who doesn't rush into every battle should be able to do it most of the time (it's only a bonus action after all), so your opening round will see the benefit on every attack, and more attacks is more simply more damage. Two-weapon fighting is only weak if you don't consider how to utilise it properly; with hunter's mark it can easily outperform great-weapon fighting, and if you'd prefer to go ranged there's very little to lose by adding damage to that (and less risk of losing concentration).
Whether or not to switch a target is just a determination you need to make; if you're casting hunter's mark in a fight with a lot of weaker targets (where you'll need to switch) then it's on you if/when that's a problem; instead of whining about it, a Ranger can just cast something else or save the slot for later. Having hunter's mark doesn't mean you're forced to use it all the time, just as a ranger with [Tooltip Not Found] won't use it every fight either.
As above you can easily be making the bonus action attack most of the time if you plan for it, plus the bonus action attack from PAM is the least of its abilities; it's the reaction attack that's the real benefit, and has zero conflict with hunter's mark. The bonus action attack is icing on the cake, as you can easily get four attacks in a round from 5th-level. That's an average bonus of around 14 extra damage without criticals, and for every single round of combat during hunter's mark remains active.
Hunter's mark lasts an hour, so if you're likely to have a lot of encounters there's a good chance you can use it across multiple; the damage only adds up.
Goodberry is fine but its main benefit is spending the spell slots you didn't use the day before; 10 hit-points is less valuable than ending a fight sooner if the enemy does more than 10 damage per round, cure wounds heals about the same (slightly less actually), it's only benefit is being immediate, it's for back-up/emergency healing, it should not be a focus of a Ranger. And as I said before, hunter's mark is the reason why my Ranger often has spare slots, because I get enough value out of a few 1st-level slots that I don't often have to spend more, so can spare some for goodberry for the next day.
Absorb elements is great if you get hit for a lot of elemental damage, but it's useless if a target doesn't deal it, or deals less damage (making it harder to justify burning a slot on it), and the damage it gives is minor. Entangle or ensnaring strike can be great if they land, otherwise they're wasted. Hunter's mark is usually going to be more reliable unless a target has a very high AC; it's a great value workhorse spell that fits pretty much any Ranger build, there's a reason people like it.
If your DM allows conjure animals to be abused as a budget meteor swarm then of course it's going to be better, but you're in homebrew territory there because "unoccupied space" refers to spaces on a battlemap, i.e- a 2D grid of squares, it's not a free license to summon into the air. But hunter's mark is still better in that case because my DM allows it to deal 20d6 damage per hit concentration free (joking, obviously). 😝
And exactly as I said fog cloud can be trivially countered by moving; it's not a "block all magic" button unless you have total control over the battlefield. Very few enemies in the game lack the ability to simply walk out of it and see you anyway, and they might even just use it as cover against your magic. You could try to do the same, but fog cloud doesn't actually make it that hard to harm players, especially if enemies have area effects or just wade in and start swinging (since you're actually no harder to hit if you're both blinded).
It's a highly situational spell that's often less useful than you think it'll be; darkness isn't "fine too" it's vastly superior for the simple reason being that you can bind it to an object and move it around, making it easier to use for cover or reposition if enemies do move.
can we go back to high-quality articles on a regular schedule? I miss the old ddb articles
I'm not assuming anything, DPR calculations are easy maths. they do 14 damage on hit, I'm clearly not expecting all 8 to hit. try harder man, this is sad to read. +6 to hit just slipped you by huh? I'm guessing DPR calcs would be wasted on you based on what I've read so far but FYI, +6 to hit against 19 AC is still hitting 40% of the time, so 60 DPR is actually an underestimate.
and yes really, for the exact reason already specified. TWF is weak and will always be weak, no matter what shit you think you can make up, it's a weaker use of a BA than any of the good BA feats. it's short range, it compromises your defenses, and unless you have two magic weapons it will scale poorly.
yes absorb elements doesn't do anything until it does. What a stunning argument, bravo. just like how hunter's mark is only good when it's dealing a lot of damage. which it isn't at low levels because, as covered, it competes with your BA on set up, and at higher levels you have better things to concentrate on. you're still ignoring the premise of your own argument. at lvl 2 hunter's mark might help you one shot goblins but you can use CBE a level earlier to one shot two goblins in a turn instead. it's that simple. hunter's mark's usage is "highly situational" to quote you, the number of times it actually makes a difference between a kill and not isn't worth a spell slot and your conc.
Conjure Airstrike isn't homebrew, unoccupied space is unoccupied space. If you're incapable of thinking in 3d then that's on you but you're fundamentally ignoring a portion of the game. Next you'll tell me that melee grounded units can strike aerial units cause "2d space". What you're saying is nonsense, and dismissing what I said as homebrew is false. Conjure Airstrike was also a throwaway line to hammer the point home, it's not the main argument, but clearly either way you refuse to accept reality, idk why you're digging your heels in but w/e, your loss. Never mind that you don't need to summon in the air (which I'm assuming you're always doing since you're presumably in a space with air while performing verbal components), giant bats can still fly 120 feet in a round, idk how that passed you by.
something being trivialized by moving isn't trivialized. That's what we call battlefield control. A lot of enemies are melee, boxing them with Fog Cloud is perfectly legitimate. Them using it as a cover against your magic doesn't mean shit when you're a ranger and you're dealing damage without using magic. Did you forget what article you were reading? If you're immune to enemy magic by virtue of being unseen and you can ping your enemy with arrows constantly then you're having a good time. This is not "highly situational", I just spewed off multiple situations. again, act dismissive, but it's not making you look like you know what you're talking about. The higher level you are, the better fog cloud gets, it even screws up enemies with truesight, it's that versatile. If the enemy moves out, that doesn't mean they can see thru it, it still acts as cover, you are not visualizing these scenarios even halfway appropriately.
it's getting more and more difficult to read what you're writing, it just gets sillier and sillier the more you dig in. You talk about TWF being good but also talk about spells only being good if the enemies land? I'd ask "which is it?" but I don't even want to know what your attempt at an answer is.
Cows do 7 damage on average on a hit unless you're assuming they magically get to charge every single round which only makes the comparison even more flawed, and resorting to personal insults is not helping your case any; calling people stupid because they disagree with you is not a good look.
You're ultimately comparing a 3rd-level spell you can cast twice at level 9 to a 1st-level spell you can cast twice from level 2, or up to nine times at level 9 (not that you'd ever likely need to do); the total damage on hunter's mark is limited only by the duration of the spell (the concentration) compared to conjure animals which is just as easily interrupted but is also limited by the ability of the creatures to do what you want them to do, and to survive.
Any creature with an area effect (like the dragon you mentioned) will wipe them out, potentially before they've made a single attack, and even those that don't will make short work of them. It's a spell that's useful in certain situations, but there's a very good reason that hunter's mark is a popular workhorse spell, and that's because it's rarely a bad option to have available, and rarely a waste of a 1st-level slot, and for the same 3rd-level slot it can last up to 8 hours (most of an adventuring day, if you can keep concentration that long). How much you get out of it is up to you; if you start from the perspective of wanting to use anything else, is it any wonder that you can't make use of it?
It's not like hunter's mark being interrupted is even that big of a deal; it only requires a 1st-level slot, and if you take the Favored Foe optional class feature you can simply use that as back up till you can re-cast in a more favourable situation, without burning any further spell slots.
But whatever, this is already way more text than is worth wasting on this; hunter's mark is popular for a reason, and contrary to what you seem to think it's not because everyone except you is an idiot.
Please stop being so rude, Chalkbrood.
I think the article is focusing on Ranger-centric spells, and while that is not an ideal way of writing a "best spells" article for a lot of reasons, your attitude isn't going to fix it.
not really sure what you're referring to. I'm discussing ranger spells.
would be nice if they ordered the spells by level, but aside from that I think this is really good and helpful.
Kinda sad spike growth isn't in this list. I love using it for enemies to walk into while either retreating or defending a location. Invisible if they aren't there when you cast it or pass the check to know about it, difficult terrain, and deals damage for ever 5 ft. they travel. You're not always going to need it but when you do get to use it man is it a good feeling.
I'm sorry but this is not a good list. Some of the best Ranger spells aren't here and some of the worst are.
8 cows is obviously better than literally throwing away a precious spell preparation with Cordon of Arrow every single time...