Below you will find a Baldur's Gate 3 Ranger Spells List, and this list will include Level Requirments, Cost, and a description of what they do.The Ranger Class and its Subclasses Hunter, Beast Master use Dexterity & Wisdom as it's Primary Ability with a d10 hit die and proficiency in Light and Medium Armor, Shields, Simple and Martial Weapons with a saving throw proficiency in Strength & Dexterity.
Baldur's Gate 3 Ranger Spells List
A complete Baldur's Gate 3 Ranger Spells List, and you can view what level is required to learn the spells such as Goodberry, Hunter's Mark, Speak with Animals, and the Cost to use it. We also included what school it is from, along with the description of what it does in-game.
Spell | Level | School | Cost | Description |
---|---|---|---|---|
Alarm | Level 1 | Abjuration | 1 Minute | Alert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube. |
Animal Friendship | Level 1 | Enchantment | 1 Action | Charismarm a beast and convince it you mean no harm.
Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of yourr companions harms the beast.
Inflicts Charismarmed |
Cure Wounds | Level 1 | Evocation | 1 Action | A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs. |
Detect Magic | Level 1 | Divination | 1 Action | The caster senses the presence of magic in a 30-ft radius and learns its school of magic. |
Detect Poison and Disease | Level 1 | Divination | 1 Action | The caster senses and identifies poison, poisonous creature, or disease within 30 ft. |
Ensnaring Strike | Level 1 | Conjuration | 1 Bonus Action | Your attacj summons thorny vines, dealing 1d6+3 percing and possibly Ensnaring your target.
Ensnared creatures take 1d6 Percing at the start of each turn. The creature or an ally can use its action to try and tear away the vines. |
Fog Cloud | Level 1 | Conjuration | 1 Action | Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded. |
Goodberry | Level 1 | Transmutation | 1 Action | Create up to 10 berries that restore 1 HP each and keep their power for 24 hours. |
Hail of Thorns | Level 1 | Conjuration | 1 Bonus Action | Shoot a volley of thorns. They deal 1d6+3 Piercing to the target and surrounding creatures.
On successful save, creatures only take half damage from the explosion. |
Hunter's Mark | Level 1 | Divination | 1 Bonus Action | Mark a creature as your quarry to deal an additional 1d6 Piercing whenever you hit it with a weapon attacks.
If the target dies before the spell ends, you can use a bonus action to mark a new creature.
Inflicts Hunter's Mark Quarry |
Jump | Level 1 | Transmutation | 1 Action | Touch a creature to triple its jumping distance. |
Longstrider | Level 1 | Transmutation | 1 Action | Toucha creature to increase its speed by 3m. |
Speak with Animals | Level 1 | Divination | 1 Action | Gain the ability to comprenhend and verbally communicate with beasts.
Inflicts Speack with Animals |
Animal Messenger | Level 2 | Enchantment | 1 Action | A Tiny beast travels to deliver a 25 words message to a target. |
Barkskin | Level 2 | Transmutation | 1 Action | The target's AC can't be less than 16. |
Beast Sense | Level 2 | Divination | 1 Action | The caster can see/hear/feel through the senses of a willing beast. |
Cordon of Arrows | Level 2 | Transmutation | 1 Action | 4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dexterity |
Darkvision | Level 2 | Transmutation | 1 Action | Grant a creature the ability to see in the dark out to a range of 18m. |
Find Traps | Level 2 | Divination | 1 Action | The caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location. |
Lesser Restoration | Level 2 | Abjuration | 1 Action | Remove one disease or condition afflicting a creature. |
Locate Animals or Plants | Level 2 | Divination | 1 Action | Give the direction and distance to a kind of beast or plant within 5 miles. |
Locate Object | Level 2 | Divination | 1 Action | The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius. |
Pass without Trace | Level 2 | Abjuration | 1 Action | Pass without lirtte Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.
Inflicts Aura: Pass without Trace |
Protection from Poison | Level 2 | Abjuration | 1 Action | Neutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage. |
Silence | Level 2 | Illusion | 1 Action | Create a sound-proof sphere. Creatures and objets within are Silenced and immune to Thunder damage. |
Spike Growth | Level 2 | Transmutation | 1 Action | Creatures in a 20-ft radius [difficult terrain] take 2d4 piercing damage for every 5 ft of movement. |
Conjure Animals | Level 3 | Conjuration | 1 Action | Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly. |
Conjure Barrage | Level 3 | Conjuration | 1 Action | Creatures in a 60-ft cone must succeed on a Dexterity. save or take 3d8 damage from the weapon/ammunition used. |
Daylight | Level 3 | Evocation | 1 Action | Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. |
Lightning Arrow | Level 3 | Transmutation | 1 Bonus Action | If the attack hits, deals 4d8 Iightning damage. Creatures within 10 ft must succeed on a Dexterity. save or take 2d8 lightning damage. |
Nondetection | Level 3 | Abjuration | 1 Action | Protect a creature or an object from any Divination magic or magical scrying. |
Plant Growth | Level 3 | Transmutation | 1 Action or 8 hours | Plants in the area grow vigorously, or over a year the plants produce twice the normal amount of food. |
Protection from Energy | Level 3 | Abjuration | 1 Action | The target gains resistance to one damage type [acid, cold, fire, lightning, or thunder]. |
Speak with Plants | Level 3 | Transmutation | 1 Action | The caster can communicate with plants within 30 ft, and turns difficult terrain into ordinary terrain or vice versa. |
Water Breathing | Level 3 | Transmutation | 1 Action | Up to 10 creatures gets the ability to breathe underwater. |
Water Walk | Level 3 | Transmutation | 1 Action | Up to 10 creatures can move on a liquid surface [water, acid, mud, lava, etc] as if it were harmless solid ground. |
Wind Wall | Level 3 | Evocation | 1 Action | Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected. |
Conjure Woodland Beings | Level 4 | Conjuration | 1 Action | Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly. |
Freedom of Movement | Level 4 | Abjuration | 1 Action | Target's movement is unaffected by difficult terrain, spells or water. |
Grasping Vine | Level 4 | Conjuration | 1 Bonus Action | The target must succeed on a Dexterity. save or be pulled 20 ft toward the vine. |
Locate Creature | Level 4 | Divination | 1 Action | The caster senses the direction in which a familiar creature is within a 1000-ft radius. |
Stoneskin | Level 4 | Abjuration | 1 Action | The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage. |
Commune with Nature | Level 5 | Divination | 1 Minute | The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns. |
Conjure Volley | Level 5 | Conjuration | 1 Action | Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dexterity. save or take 8d8 damage from the weapon/ammunition used. |
Swift Quiver | Level 5 | Transmutation | 1 Bonus Action | Make a quiver to produce an endless supply of nonmagical ammunition, allowing 2 attacks per round with a bonus action. |
Tree Stride | Level 5 | Conjuration | 1 Action | The caster can move from one tree to another tree of the same kind [500 ft max between both] using 5 ft. |
You can view other List of Spells for every Class in BG3 by Clicking the Links below.