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.
First off, agree to disagree, cordon of arrows is usefull
what do you mean your back? also you were just arguing, so get off your god damned high horse
Just because a ranger is a half caster doesn't mean they should waste their spells. CA still contributes mighty to a fight, plant growth is the best 3rdv level spell, and pwt is a good option.
And yes, every spell with the word arrow is trash. 8/10 of these spells are bad
I am not very impressed by this article, and find myself agreeing with Chalkbrood.
At first the article dosent go further than telling you what spells do. I do find it quite funny that Pass without trace is on this list but only got a total of 3 sentences despite being the most powerful spell on the list since it is the best surprise enabler in the game.
While i fundamentally disagree with the rankings on here i would like to point towards form of dread and mistralsswarmkeeping both of which have done an excellent job at breaking down the mechanics of the ranger.
What could the author have done better? I think that doing some more research in the optimization community would have improved this article quite a bit and despite it already being covered an article on dndbeyond would still be extremely useful since the optimization community is extremely small and releasing optimization related content on dndbeyond would help the community grow.
My edits wont show up so i will just do it here.
My comment sounds pretty negative, i am mainly complaining about the fact that there are better ranger spells, there is very little explanation to why this spell is better than others and articles like this have already been written.
I tried to write constructive criticism and it sounded more like hating on the author which was not my intention.
cordon of arrows isn't a great spell for everyone but there are ways to make it useful. It can be used with specialized ammo (silvered, adamantine or poison coatings). since its an area spell it can also cover an area that has secondary protection(other defense spells, caltrops{note poison works here too}, bear traps {note poison works here too} ).
As the article mentioned it can target unseen enemies, this synergizes with fog cloud or darkness as well.
I have even had it target small animals as a food option, you can even use it underwater if there is ground nearby.
you make a good point, I am happy that somebody agrees that cordon of arrows caan be usefull, thank you for the ideas of silvered and poisoned arrow traps. :)
You just said Cordon of Arrows is good and then you said that every spell with the word arrow is trash what on middle earth are you on about.
what is with the simping for Cordon of Arrows? No, it's not useful, "he creature must succeed on a Dexterity saving throw or take 1d6 piercing damage." not the creature it hits doesn't take poison damage. I would allow it, but that's not what it does. It wouldn't matter if the arrows are silvered or adamantine, this is already magical and overcomes DR. the thing about bear traps and caltrops is that they don't cost a spell slot and you don't have to prepare them. This covering an area that has "secondary protection" is meaningless. Being able to target unseen enemies still doesn't make it deal enough damage to be worth targeting unseen enemies. all these observations being made about what it can do are ignoring the fact that those things don't make it good at all. if you're using this to hunt for food you've already messed up.
what is with the simping for Cordon of Arrows? No, it's not useful, "he creature must succeed on a Dexterity saving throw or take 1d6 piercing damage." not the creature it hits doesn't take poison damage. I would allow it, but that's not what it does. It wouldn't matter if the arrows are silvered or adamantine, this is already magical and overcomes DR. the thing about bear traps and caltrops is that they don't cost a spell slot and you don't have to prepare them. This covering an area that has "secondary protection" is meaningless. Being able to target unseen enemies still doesn't make it deal enough damage to be worth targeting unseen enemies. all these observations being made about what it can do are ignoring the fact that those things don't make it good at all. if you're using this to hunt for food you've already messed up.
I even started with this is not a good spell for everyone. You need to plan or build around it. In particular only a ranger (specifically a beastmaster) can make regular effective use out of it. Otherwise it's a backup tool for the odd emergency where you have nothing better. I do not think it should be on this list of top spells, it should just get a fair rating (generaly too hard to use with a couple of neat use cases)
Good game design makes abilities that have a variance of usefulness. Situations determine its effectiveness sometimes it should be underwhelming and others the perfect tool. Always use options are not options.
First spells are specific ado what they say. Cordon of arrows states the arrow strikes the creature. This means the condition for contact poisons is met. If they fail the save piercing damage condition is met for injury poisons. Those rules just require damage and the object to be coated. In contrast hail of thorns forces a save but the coated object never hits anything. Now this strategy oly works well with decent poison access. The only decent access is grung or phb beastmaster via harvesting. You need regular 20's on nature or poison kit checks.
With other ammo types it depends alot on your dm. 5e is an exception based system. Sometimes there are specific creatures with exceptions(homebrew or not). Some dms use non-magic wolloping ammo. But you make a fair point extra ammo types is almost impossible to be effective.
For Underwater or in blind/invisible senarios there are specific details that can make it clutch or emergency "better than nothing".
1. It's can be outside the action economy. Still allowing full turns. This means you should rarely be casting it after initiative.
2. Best use is to have penalties "stack"(figuratively) enemies and proving extra use to your team. (fogcloud/darkness that helps the team not hurts it. Fighters with blindfigting, druids that wildshape or use beast sense, Warlocks that see in magic darkness.) This is where you want disadvantage to enemies and advantage to your team
3. Tactical position makes the difference. Large White room bad usually.. choke points good.
Even if you play in a game where you can enhance the damage with poison and use different amo the spell gets better but it still dosent even compete with the rangers best options, especially with the ranger being a half caster.
In the end the only scenario this will even be of decent use is protecting an area which it does a terrible job at by not alerting anyone.
Did i miss any use cases that this spell fulfills? If so feel free to tell me.
why not plant growth and speak with plants? theyre amazing crowd control and when used in conjuction with eachother they make the terrain almost impossible to pass
If you want more diverse damage as a pure ranger, use the Metamagic Adept (2 Sorcerery points) feat and take the Transmuted spell to change the damage type of your Flame Arrows to acid, cold, fire, lightning, poison, or thunder for 1 Sorcerery point. Otherwise I would recommend multiclassing with Sorcerer for a few levels to get more cantrips, spell slots, sorcerery points and Metamagic options.