There is magic in the raw wilderness of nature, and some rangers have learned to tap into it.
Table: Wildborn Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | -- | -- | -- |
4th | 2 | 4 | 3 | -- | -- | -- |
5th | 2 | 4 | 3 | -- | -- | -- |
6th | 2 | 4 | 3 | -- | -- | -- |
7th | 2 | 5 | 4 | 2 | -- | -- |
8th | 2 | 6 | 4 | 2 | -- | -- |
9th | 2 | 6 | 4 | 2 | -- | -- |
10th | 3 | 7 | 4 | 3 | -- | -- |
11th | 3 | 8 | 4 | 3 | -- | -- |
12th | 3 | 8 | 4 | 3 | -- | -- |
13th | 3 | 9 | 4 | 3 | 2 | -- |
14th | 3 | 10 | 4 | 3 | 2 | -- |
15th | 3 | 10 | 4 | 3 | 2 | -- |
16th | 3 | 11 | 4 | 3 | 3 | -- |
17th | 3 | 11 | 4 | 3 | 3 | -- |
18th | 3 | 11 | 4 | 3 | 3 | -- |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
When you reach 3rd level, your deep connection to nature grants you the ability to cast spells.
At 3rd level, you know two cantrips of your choice from the druid spell list. These spells count as ranger spells for you. You learn an additional cantrip at 10th level.
The Wildborn Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You know three 1st-level spells of your choice from the druid spell list. The Spells Known column of the Wildborn Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another druid spell of a level for which you have spell slots.
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 7th level, you gain one of the following features:
You can cast detect magic at will, without expending a spell slot.
Your weapon attacks are magical.
You gain an expertise die on saving throws made against spells and other magical effects.
At 11th level, you gain proficiency in Constitution saving throws.
At 15th level, you gain one of the following features.
You can attune to up to 4 magic items at once provided at least one of the items is made of organic materials (such as wood or leather).
You gain advantage on saving throws made against spells and other magical effects.