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.
@chalkbrood
You are at least missing the point of cordon of arrows. I missed it for a while too.
It is not a damage spell. It is an alarm spell as pointed out well in the article.
It is also nice that it does enough damage to kill a familiar that tries to spy on you. So in that regard, it is ok. It is also nice that it does not need concentration and you can use all your leftover spells you had for the day. So it might not be one, but 2 or 3 arrwos poking at the first enemy coming into line of sight. So it is favourable for the action economy in those first rounds.
did you just not read what I wrote at all? let me copy and paste what I already wrote for you.
"but it functions as an alarm" no it doesn't (as pointed out in the OP, 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.
Furthermore at the same level a ranger gets access to this travesty, other classes are getting things like Tiny Hut which completely invalidate this anyway (and again, doesn't actually cost a spell slot). If your DM is so intent on screwing with your while you're resting that you think you need to use Cordon of Arrows then guess what? 30 feet doesn't matter. Longbows have 120 foot range before they're being used with disadvantage. Goblins (cr 1/4) will be hiding in the brush and throwing a javelin at you even as the stupid spell is going off. You don't need an alarm if you're already being attacked. Yetis, wolves, the demogorgon, orcs (aggressive), annis hags, animated halberd, babaus, etc etc etc etc can move 40+ feet, so even if you're asleep on top of the trap, your terrible spell has missed them and you're still in combat but down a 2nd level slot, with no extra warning. Banderhobbs can only move 30 feet in a round (so they can still get to you) but also they have 15 foot reach so once again, this spell doesn't do anything to alert you to them until you're already being attacked. This spell doesn't even cover enough space to be used as an alarm, it goes off after you're already in trouble. It doesn't provide you with the location of your assailants either, it just tells you that a creature you didn't designate (whatever that means, I guess if you don't specify every insect in the world (good luck with that) then it'll just immediately go off and kill the nearest dragonfly or whatever) is within 30 feet of your trap.
There is no defending this spell, 95% of creatures get around it, and the rest are ambush predators anyway. I get it man, it looks cool, you set up a bunch of arrows (that deal less damage than your arrows do) and they function as a trap, it's a cool idea, it just isn't functional in the slightest as written. If somebody is trying to steal from you without harming you, then it will fire at them, and if it misses, you still won't know what's going on. Even if it hits there is no rule stating that the enemy must give themselves away for having been (weakly) struck.
Conjure animals doesn't fulfil even remotely the same function; cordon of arrows lasts for eight hours without concentration, so you can cast it before a long rest (so it's not burning a slot you need the next day) and lasts the whole rest for everyone that takes a watch, meanwhile conjure animals ends the moment you fall asleep.
While its damage isn't amazing, as the article points out the cordon possesses supernatural awareness; it can spot things your average creatures on watch simply can't. While it competes with alarm, the latter spell only tells you that something is nearby, it doesn't show you where it is, whereas a triggered cordon of arrows literally causes an arrow (or crossbow bolt) to fly at the intruder, regardless of whether it actually deals damage or not.
It could probably do with being either a 1st-level spell, or dealing more damage at 2nd-level, but it has advantages worth paying attention to, especially if you're lucky enough to have a DM who runs their campaign in a way that rewards the exploration/survival pillar of the game.
what are those advantages? as pointed out, it doesn't function in the fashion you're insisting it does.
It's bizarre to compare it to Conjure Animals tho.
Except that it functions exactly as I stated. Kindly go feed your trolling habit elsewhere.
And that's not at all what I said; I said you know it's there and where it is.
But whatever, I've had enough of you and your constant personal attacks and weak straw-man arguments. Have fun being blocked.
Using the Mob rules from DMG (which, FIY for DMs, is a prety good way to handle Conjure Animals. Also consider always using Average damage instead of rolling), since cows would need to roll a 13 in order to hit, for every 3 cows that attack, one would hit. So you get two groups of 3 that can hit, (the other two would miss following mob rules), resulting an an average of 28 the first round, and 14 any subsequent rounds.
I have no beef in this weird blood feud, but just wanted to give some accurate data. Also, please be respectful, this is just a game involving shiny math rocks, no need to get heated or sling insults
no blood feud, just stating some simple maths that I clearly did wrong lol. it still comes out to a little over 44.8 DPR a round of charges (didn't include crits). I think my 60 estimate came from a different conjure calc I did a while ago.
The mob rules are optional and I don't see that they actually speed up combat given how easy it is to resolve basic attacks, but yeah they do change things mildly if you're using them. My tables tend not to use them because it's another thing to learn that needlessly replaces something we already know how to do and is quick and easy to perform in the first place.
My first thought was spike growth as well, which has been mentioned a couple of times already, which is an absolutely fantastic combat spell in the right circumstances. Obviously every spell is fantastic in the right circumstances, but for this spell they are not that hard to come by, unless you're fighting ranged or flying opponents all the time or you play theater of the mind with an unkind DM.
However I find it hard to believe that speak with animals didn't make the list. It can be super useful, and even if it isn't, it's still likely to provide a fun roleplaying opportunity. And it's only level 1, and if your party doesn't include a druid (or bard, but I find bards tend to not take it that often), it's not that likely that someone has access to it.
Obviously your ranger might be an urban ranger and hate animals or whatever, but mismatching flavor might dissuade you from taking any of the other spells as well.
I agree with eight cows, however cordon of arrows is very usefull, as a half caster you are right in saying thaat spell slots are preciose, but you have other means of dealing higher damage. as for someof the best spells not being there you may be right, but equally most rager spells are higly situational, If used correctly then yes, there are spells that arn't on this list that are good, but if you are using the ones on this list well you would know that they are really usefull, except for (in my opinion) zephyr strike.
Flame Arrows is ostensibly worse than Hunters mark.
Yeah, not sure why that one's mentioned; lightning arrow is a great Ranger spell, but the main benefit of flame arrows is that someone else can cast it on you.
It's a spell for an Artificer or Wizard to cast upon the Ranger so they can have flame arrows and hunter's mark active, or guardian of nature or whatever else you want to pair it with.
Pinning down 10 "best" spells for a class like Ranger is always going to be tricky; what's best for your character will depend on the kind of game you're playing. If you spend a lot of time wandering in the wilderness without access to a regular food supply, Goodberry is amazing. If you frequently enter towns where you can resupply, or if your entire campaign takes place in an urbanized environment, then that spell becomes a lot less impressive. Similarly, if you play in a game where it's useful to set traps and your GM leans into naturalistic roleplay, something like Cordon of Arrows can be useful. If you get into a lot of fights to the death in perfectly flat, well-lit areas against enemies who remain perfectly silent when they get hit because there's technically no rule that says a creature who suddenly sprouts an extra nose hole makes noise, then you probably want to take a different spell.
Ranger has access to a versatile spell list, and what's good and bad on that list will depend heavily on what you're specifically trying to do in your specific game; I encourage players to try out whatever spells they think are neat, and talk openly with their DM about the possibility of retooling their spell list if what they have isn't working the way they'd like it to.
Also this list doesn't mention the actual best Ranger spell option, which is Find Traps. I will not be taking questions at this time.
What about Conjure Woodland Beings, I understand if your DM bans the use of Pixies but what about if you bring in Mites or Quicklings?
okay lets do some maths really quick:
according to the enemy creation table in the dmg (the averages of all published monsters follows this pretty comfortably) if an enemy is equivalent cr to your level you should have a 65% hit chance as long as you have a +3 ability score and increase it to +4 and +5 at levels 4 and 8 (and then the ac basically increases with prof bonus)
assuming a 65% hit chance the damage of HM is actually 3.5*.65 or 2.275 damage
in the example of TWF first you have mentioned that there is conflicting BA and it would be pretty hard to precast it without stealthing (something PWT would help with... which is sadly also concentration), on top of this if an enemy dies, then you have to use your bonus action again... this has yet to mention the fact that twf ranger is pretty bad, not only are you subjecting yourself to melee but you are also doing it for pretty bad damage: eg twf ranger deals 14 dpr compared to archery sharpshooter longbows almost 16 without conflicting bonus action to be able to spam hunters mark with... this also is far from optimal ranger for damage as im not assuming a CLiniage or var human crossbow expert user which would have even less reason to use hunters mark and deal even more damage
btw this supposed 10.5 is actually 6.8 assuming the most favourable precastable single enemy bbeg fight
at low levels you could be using this slot for entangle (This is a pack tactics video on it), goodberry, or fog cloud which you stated was a bad spell not realising the uses for it:
it counters enemy casters from casting a wide variety of spells that could kill your party whilst all you need to do is peek in and out of the cloud, it also counters enemy generated advantage which can be a massive killer in difficult encounters, the easiest example of this is the ever common low level wolf encounter beloved by wotc (another Pack tactics video lol)
i would personally be predominently using it on goodberry and the occasional entangle when the encounter needs it
you are also underrating conjure animals: whilst yes the dragon wasnt the best example CA is a crazy spell capable of some of the highest damage in the game, like 8 velociraptors that can get around 60-70 dpr with only a 3rd level slot amongst all the other options as shown in this guide
Alright this article is literally garbage. Imagine getting paid to write this.
First off, good berry doesn't work the way you want it to, which is laughable coming from an official source. I'd hope you actually know about the content you are writing about. Second, healing spirit is just worse than good berry. Especially after a one level dip in life cleric, but even before just use good berry and save the second level slot for pwt.
Whoever suggested hunters mark and zephyr strike is an idiot. For a first level slot, you are using your bonus action on maybe maybe an extra 3-5 damage, when you could just use CBE and deal more with your bonus action. Or ya know, cast entangle or fog cloud, good spells that for some reason don't appear on the list, (odd) and actually meaningfully contribute to combat. Crazy I know.
Steel wind strike unfavorably positions you and your allies, costs a 5th level slot, and does less damage than fireball. Bad spell. On the topic of bad spells, how about looking at ensnaring strike, flame arrows, and cordon of arrows? Like this guide might as well be 8 spells ranger shouldn't take. They all do pitiful damage, are actively worse than other spells who do the job better, looking at you spike growth, and are not worth the slot.
Now let's talk about the glaring omissions. Spike growth, entangle, fog cloud, plant growth, conjure animals. There are five easily indentifiable spells better than the ones on this list. Spike growth is amazing damage and control, entangle and fog cloud good level one contributes, plant growth could be considered the best third level spell based on it's area denial, and conjure animals deals amazing damage, even to dragons. Even 8 cows will deal ≈ 45 damage per round to a dragon. Not bad. Also like, absorb elements is also very good. And uh Conjure woodland beings is also kinda cracked. Just saying.
I hope future articles actually read the rules, and if you are going to give advice and tell people how to play the game, which is odd for an official source, at least give people good advice.
Lightning arrow is still a very bad spell. So is hunters Mark. And cordon of arrows.
It's possible I'm guessing the target audience for these articles wrong but they seem more so aimed at newer players who have created a character with the class and are toying around with what is cool and has some reasonable usage rather than mathmatical optimisation. In terms of numbers, there are mechanically better spells as a search online or a read through the comments here can tell you but these can be good reliable options to get started and to have roleplaying or supporting the team. Do I think flame arrows would every mechanically be a good choice? No but it could be fun, flavourful and a good way of setting up combos with the other players if your DM is willing to be flexible (grease an area to immobilise enemies, have your bear totem barbarian attack in while you launch fire arrows past them to ignite the grease). If you're really obsessed with getting every last point of damage in every fight, it's probably a result of the DM trying their hardest to challenge you which just comes down to expectations. I also find that focus on mechanically optimal combinations makes building characters very repetitive, hurting how long you can enjoy the game for. Sometimes the builds with the weird spells like steel wind strike can be cool to mix it up every now and then. I haven't taken it on a ranger yet but I took it for my college of swords bard along with find greater steed because I thought it would be funny to be a ninja bard on a sabretooth tiger. I'm not sure what level ranger you would need to be where you're comfortable spending a second level spell every night as a cautionary measure, especially as you probably have other party members who have familiars or other means of securing a location but it could be a cool character distinction if you've grown up in the wild and like doing that wherever you are even if you're staying in a populated inn because you always assumed anyone coming near you had bad intentions (if you do want another use for the spell if you're willing to be creative you could perhaps attach a flask of oil to the arrows before laying them to create a stronger trap once activated or you could theoretically attach a vial filled with paint to locate invisible creatures entering the area like the post suggests). Whatever you decide to do with these spells, it's probably best to stay civil here and remember that it's a team game so sometimes you may be picking spells to cover a teammates weaknesses. Yes, we can disagree on our opinions of what spells are best, even with the original post but a little positivity and creativity are the centre points of the hobby so while listing suggestions as to what spells we think are better is alright, we should also try give the benefit of the doubt and think of situations where these spells might be worth using. I would finally also ask people to bear in mind that the value of certain spells may vary drastically from table to table depending on how people run their games. Maybe your DM is really funny and roleplays out the animals in an entertaining way when you use conjure animals so you resolve to use it at every opportunity, maybe your DM makes it really emotional when any of the conjured animals is killed by your enemy so you resolve to only use it when the situation is dire. Or maybe the party frontline just really doesn't like having to position around a bunch of distraction animals because they're a cleric with spirit guardians up who couldn't designate the animals to be safe from the spell as you summoned them after their turn. We all have different tables so it's alright to like different spells. This isn't intended to specifically call out anyone but just provide some creative suggestions and a bit of perspective for anyone complaining about someone at another table picking bad spells. Thanks for listening to my Tedtalk. (also strength ranger with polearm master sounds nuts, I may have to try that someday just for the defender of nature aesthetic)
Cordon of Arrows instead of Conjure Animals? I sleep.
There's no need to be abusive.
First of all, they seem to have focused mostly on spells that are either entirely unique to Rangers, or aren't available to Druids (who will always get them earlier and can upcast them further where relevant). Which makes sense because if you want to play a Druid, go a Druid.
[Tooltip Not Found], fog cloud etc. all require higher levels; "a 2nd-level or higher spell can be better than a 1st-level spell" isn't much of a hot-take, especially when Rangers have to wait until 5th-level before they can cast them at all, and even that point it's costing them a limited resource.
First level spells are are Ranger's bread-and-butter for for a big chunk of the game, actually the majority of most campaigns (which tend to end at or before level 10).
It does more damage per target than fireball (which Rangers can't even take anyway) and deals the least resisted damage type in the game, plus it can be applied surgically to hit only the targets you choose, and it comes with a built in teleport. So it's more like a surgical fireball with a free misty step. For a melee Ranger it's a perfectly good spell.
Better for whom? Hyper optimising min/maxers white-rooming online sure, but if you're looking to play a lone-wolf Ranger rather than a true half-druid or animal friend these spells aren't what you need; and the article does mention spike growth but again, but as a 2nd-level spell it's a 5th-level minimum option, as is entangle, fog cloud, meanwhile plant growth and conjure animals are minimum 3rd-level options (so minimum 9th-level Ranger unless you give up early and multiclass into Druid).
Many of these are also highly situational; [Tooltip Not Found] is again more surgical than entangle making it easier to use, and combines with your regular attacks. Spike growth is great but you need the space and opportunity to force an enemy through it, fog cloud and conjure animals look good on paper when you assume ideal conditions, but in practice they can be underwhelming (fog cloud can interfere with you and your allies as much as it interferes with enemies, which is why fog cloud + blind fighting has never been the incredible new combo people though it might be, same as Warlocks with darkness at Eldritch Sight, but at least they can move their obstruction around to make best use of it), meanwhile conjure animals has high theoretically damage but it assumes an enemy at 9th-level can't simply wipe them out (or single out the Ranger to break their concentration).
There's more to D&D than maximising (theoretical) damage in a white room killbox where everything always goes your way; which is why cordon of arrows is a perfectly good spell because it does things similar spells don't. The only real stinker on the list is flame arrows which is just plain worse than hunter's mark for a 3rd-level slot. While druids don't have a lot of ways to deal fire damage, taking Druidic Warrior or Magic Initiate (Druid) and create bonfire or produce flame is a better option if you really want one. But [Tooltip Not Found] is great; adds onto your regular attacks and with some lightning area damage that's easy to place. Is it as strong as fireball? Of course not, but that doesn't matter because a) Rangers can't take it, b) fireball is either too strong or most other spells are too weak so comparing with it is silly, and c) with a big area it's harder to actually use when you don't have enemies just standing around waiting for you to blow them up.