So I've been playing a woodland half-elf ranger, with the hunter archetype (colossus slayer), specializing in two-weapon fighting. I'm armed with a longbow, a rapier (finesse long sword), and a short sword. At the end of our last session I leveled up to 5 and now have access to level 2 spells.
My current level 1 spells are Hunter's Mark, Hail of Thorns, and Cure Wounds. For level 2, I'm torn between Spike Growth, Cordon of Arrows, and Pass Without a Trace.
We're a band of three in a homebrew campaign. My party companions are a half-orc barbarian who loves to rage and reckless great weapon master it up, and a halfling rogue who tends to keep her distance and slay with arrows from afar.
Cordon of Arrows is rad because you can plant more ammunition as you gain level in spell slots, but only does 1d6 of damage on a failed Dex save. Spike growth has an impressive radius of 20 feet, which would allow the two with arrows to pick off enemies as they're trying to escape the spikes, taking 2d4 for every 5 feet traversed, but poses a problem for the barbarian that needs to get it close to cause hurt. Pass Without a Trace… well, we have a half-orc barbarian… enough said.
Leaning towards Spike Growth, but not sure if that's wise given my choice to be a two-weapon fighter. Also, I would be unable to use Hail of Thorns on enemies trapped in the spikes, because both spells require concentration, whereas Cordon of Arrows does not.
It may be worth considering Healing Spirit from Xanathar's Guide to Everything, if you have that book available to you - a very flexible healing spell that can deliver considerable healing over the course of a minute.
Over the weekend, our party ranger saved the party when we got stuck having to run through a bunch of traps without time to disarm them.
Cordon of Arrows really doesn't pull its weight as a 2nd level spell compared to the likes of Spike Growth and Pass Without Trace if you ask me. It doesn't deal enough damage in combat to justify the spell slot and it's not dangerous enough as a trap you can set and forget. Compare with , Snare which is only 1st level, hard to detect and more useful as a trap (though it does have the drawback of requiring concentration while casting.)
Healing Spirit is definitely one of the most potent options, though it's also very controversial. I'd check in with your DM before picking that one.
Pass Without Trace has been indispensible for our group. Sure, my stealthy Ranger and the Rogue can go up and scout something, but sneaking past something? Not gonna happen with our clunkier characters. Pass Without Trace has got us around so many obstacles, I almost always save a 2nd level slot to keep it at the ready.
Pass Without Trace has been indispensible for our group. Sure, my stealthy Ranger and the Rogue can go up and scout something, but sneaking past something? Not gonna happen with our clunkier characters. Pass Without Trace has got us around so many obstacles, I almost always save a 2nd level slot to keep it at the ready.
That's been my experience as well. My Thursday group has a shadow monk that can cast it for just 2 ki points and they've made great use of that and the wizard's crow familiar to scout out dungeons and sneak around. Even if no one has disadvantage, when making 4+ Stealth rolls it's almost inevitable that someone will roll low; Pass Without Trace gives you a decent chance of still having 15+ as your lowest roll despite that.
Looks like Cloak_of_The_Dawn's group is more interested in kicking down doors though (or at least the Barbarian is).
Spoke with my DM and he's allowing me to take Healing Spirit and swap out Cure Wounds for Zephyr Strike. The rogue can shoot from afar, the barbarian can crush up close, and I can run around like the wind!
After reading over Zephyr Strike, it really seems strategically underrated . Having 30 extra feet of movement and immunity from opportunity attacks basically means I can move in and out of striking distance, cause chaos, and provoke opportunity attacks for the barbarian if one of the enemies swarming it decides to follow me.
After reading over Zephyr Strike, it really seems strategically underrated . Having 30 extra feet of movement and immunity from opportunity attacks basically means I can move in and out of striking distance, cause chaos, and provoke opportunity attacks for the barbarian if one of the enemies swarming it decides to follow me.
Keep in mind you only get that extra 30 feet on the turn you take advantage on an attack.
It's a great exit strategy to dash past/away from multiple enemies without giving up your action. Unless you're a TWF ranger and taking big damage up close, giving up Hunter's Mark hurts though, especially since Zephyr Strike only lasts one minute.
Spike Growth just has that ridiculous, Looney Tunes appeal of having your foes jumping in agony at your trap.
If you're a trapper ranger, it's obligatory.
Pass Without a Trace is that spell your party will be glad you have when you need it...however, the same can be said of Healing Spirit. And of the two, the latter can take the form of a loyal pet (in my case, a Foo dog...dogs are awesome).
I'd go Spike Growth...crowd control, damage, and a staple spell distinctly RANGER.
For out of Combat, no spell is better than Healing Spirit, and even in combat it is an amazing option in a clutch moment as it can revive a downed team mate, sit on them and heal them 10d6 over a minute, countering an enemies damage and you can move it as much as the average character speed. You lose your Hunter's Mark, but still, amazing.
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So I've been playing a woodland half-elf ranger, with the hunter archetype (colossus slayer), specializing in two-weapon fighting. I'm armed with a longbow, a rapier (finesse long sword), and a short sword. At the end of our last session I leveled up to 5 and now have access to level 2 spells.
My current level 1 spells are Hunter's Mark, Hail of Thorns, and Cure Wounds. For level 2, I'm torn between Spike Growth, Cordon of Arrows, and Pass Without a Trace.
We're a band of three in a homebrew campaign. My party companions are a half-orc barbarian who loves to rage and reckless great weapon master it up, and a halfling rogue who tends to keep her distance and slay with arrows from afar.
Cordon of Arrows is rad because you can plant more ammunition as you gain level in spell slots, but only does 1d6 of damage on a failed Dex save. Spike growth has an impressive radius of 20 feet, which would allow the two with arrows to pick off enemies as they're trying to escape the spikes, taking 2d4 for every 5 feet traversed, but poses a problem for the barbarian that needs to get it close to cause hurt. Pass Without a Trace… well, we have a half-orc barbarian… enough said.
Leaning towards Spike Growth, but not sure if that's wise given my choice to be a two-weapon fighter. Also, I would be unable to use Hail of Thorns on enemies trapped in the spikes, because both spells require concentration, whereas Cordon of Arrows does not.
Thoughts, comments?
It may be worth considering Healing Spirit from Xanathar's Guide to Everything, if you have that book available to you - a very flexible healing spell that can deliver considerable healing over the course of a minute.
Over the weekend, our party ranger saved the party when we got stuck having to run through a bunch of traps without time to disarm them.
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Cordon of Arrows really doesn't pull its weight as a 2nd level spell compared to the likes of Spike Growth and Pass Without Trace if you ask me. It doesn't deal enough damage in combat to justify the spell slot and it's not dangerous enough as a trap you can set and forget. Compare with , Snare which is only 1st level, hard to detect and more useful as a trap (though it does have the drawback of requiring concentration while casting.)
Healing Spirit is definitely one of the most potent options, though it's also very controversial. I'd check in with your DM before picking that one.
Pass Without Trace has been indispensible for our group. Sure, my stealthy Ranger and the Rogue can go up and scout something, but sneaking past something? Not gonna happen with our clunkier characters. Pass Without Trace has got us around so many obstacles, I almost always save a 2nd level slot to keep it at the ready.
That's been my experience as well. My Thursday group has a shadow monk that can cast it for just 2 ki points and they've made great use of that and the wizard's crow familiar to scout out dungeons and sneak around. Even if no one has disadvantage, when making 4+ Stealth rolls it's almost inevitable that someone will roll low; Pass Without Trace gives you a decent chance of still having 15+ as your lowest roll despite that.
Looks like Cloak_of_The_Dawn's group is more interested in kicking down doors though (or at least the Barbarian is).
Silence, Healing Spirit and Pass Without Trace in that order :)
Silence is totally epic against casters
Thanks everyone for your input!
Spoke with my DM and he's allowing me to take Healing Spirit and swap out Cure Wounds for Zephyr Strike. The rogue can shoot from afar, the barbarian can crush up close, and I can run around like the wind!
After reading over Zephyr Strike, it really seems strategically underrated . Having 30 extra feet of movement and immunity from opportunity attacks basically means I can move in and out of striking distance, cause chaos, and provoke opportunity attacks for the barbarian if one of the enemies swarming it decides to follow me.
Keep in mind you only get that extra 30 feet on the turn you take advantage on an attack.
It's a great exit strategy to dash past/away from multiple enemies without giving up your action. Unless you're a TWF ranger and taking big damage up close, giving up Hunter's Mark hurts though, especially since Zephyr Strike only lasts one minute.
Spike Growth just has that ridiculous, Looney Tunes appeal of having your foes jumping in agony at your trap.
If you're a trapper ranger, it's obligatory.
Pass Without a Trace is that spell your party will be glad you have when you need it...however, the same can be said of Healing Spirit. And of the two, the latter can take the form of a loyal pet (in my case, a Foo dog...dogs are awesome).
I'd go Spike Growth...crowd control, damage, and a staple spell distinctly RANGER.
For out of Combat, no spell is better than Healing Spirit, and even in combat it is an amazing option in a clutch moment as it can revive a downed team mate, sit on them and heal them 10d6 over a minute, countering an enemies damage and you can move it as much as the average character speed. You lose your Hunter's Mark, but still, amazing.