I have a L20 ranger - these are his spells - with comments & alternates L1) absorb Elements, Goodberry, Hunter’s Mark, Zephyr Strike; this ranger is primarily melee not missile so you will see a number of choices like hunter’s Mark and Zephyr Strike that are more melee oriented throughout the lists. L1 has lots of good alternates - especially if you are interested in non combat spells - the more real overland travel/survival activities you do the more they become useful. L2) Pass w/o Trace, Silence; Pass is almost a required take, I have Silence to deal with commanders/spellcasters/BBEGs. Alternates include healing spirit, Spiked Growth and Summon Beast which are all solid choices. L3) Conjure Animals, Protection from Energy; conjure animals is another must (even if the DM nerfs some uses), this character has had lots of dealings with dragons so protection f/energy was a must. Alternates are Ashardolin’s Stride ( possibly instead of Zephyr Strike), conjure Barrage and either lightning Arrow or Flame Arrows. L4) Guardian of Nature; for a melee ranger this is a nobrainer. Alternates: Conjure Woodland Beings and Conjure Elemental. The first gives you a bunch of low or a few mid level while the latter gives you a single higher level. L5) Steel Wind Strike & Swift Quiver; steel wind is the melee ranger’s best spell while Swift Quiver covers missiles needs when the times require it. Alternate - Conjure volley, for a ranged ranger there may not be a better spell despite its huge area. (See comments in earlier post)
For a ranged ranger many of the alternates become the choice obviously.
I have a L20 ranger - these are his spells - with comments & alternates
L1) absorb Elements, Goodberry, Hunter’s Mark, Zephyr Strike; this ranger is primarily melee not missile so you will see a number of choices like hunter’s Mark and Zephyr Strike that are more melee oriented throughout the lists. L1 has lots of good alternates - especially if you are interested in non combat spells - the more real overland travel/survival activities you do the more they become useful.
L2) Pass w/o Trace, Silence; Pass is almost a required take, I have Silence to deal with commanders/spellcasters/BBEGs. Alternates include healing spirit, Spiked Growth and Summon Beast which are all solid choices.
L3) Conjure Animals, Protection from Energy; conjure animals is another must (even if the DM nerfs some uses), this character has had lots of dealings with dragons so protection f/energy was a must. Alternates are Ashardolin’s Stride ( possibly instead of Zephyr Strike), conjure Barrage and either lightning Arrow or Flame Arrows.
L4) Guardian of Nature; for a melee ranger this is a nobrainer. Alternates: Conjure Woodland Beings and Conjure Elemental. The first gives you a bunch of low or a few mid level while the latter gives you a single higher level.
L5) Steel Wind Strike & Swift Quiver; steel wind is the melee ranger’s best spell while Swift Quiver covers missiles needs when the times require it. Alternate - Conjure volley, for a ranged ranger there may not be a better spell despite its huge area. (See comments in earlier post)
For a ranged ranger many of the alternates become the choice obviously.
Wisea$$ DM and Player since 1979.
Anyone actually used Ashardalon's Stride is it any good or just looks interesting?
Mobility and damage in your wake.
I think it is good if you are going to melee alot and can avoid hurting allies
My ranger has used spike growth quite effectively. Area control and no save damage in one spell.