Pravian Imperium

Tracker Spells

Note that you cannot empower these spells beyond 5th level.

Level 1

Ensnaring Strike

Level 1: Casting Time 1 Bonus Action; Components V, Range S; Duration C (1 min.)

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Saving (Dexterity) throw against your Spell DC or be restrained by the magical vines until the spell ends. Creatures whose size is 15×15 ft. or bigger have advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d4 normal damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength (Escape Artist) check against your Spell DC. On a success, the target is freed.
At higher level: when you empower the spell, the damage increases by 1d4 for every level above 1st.

Fog Cloud

Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 20 ft. sphere; Duration C (1 hour)

You create a 20-foot-diametr sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. 
At higher level: when you empower the spell, the diametr of the fog increases by 20 ft. for each level above 1st.

Hail of Thorns

Level 1; Casting Time 1 Bonus Action; Components V, Range S; AoE 5ft. sphere; Duration C (1 min.)

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Saving (Dexterity) throw against your Spell DC. A creature takes 1d6 normal damage on a failure, or half as much damage on a success.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st, to a maximum of 6d6.

Hunter’s Mark

Level 1; Casting Time 1 Bonus Action; Components V; Range L (90 ft.) Duration C (1 hour)

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on Intelligence (Tracking) checks you make to find it. If the target drops to 0 HP before this spell ends, you can use a bonus action on the same turn or your next turn to mark a new creature.
At higher level: when you empower this to 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you empower this to 5th level, you can maintain your concentration on the spell for up to 24 hours.

Level 2

Barkskin

Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what it is wearing. 

Cordon of Arrows

Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration 8 hours

You plant four pieces of non-magical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Saving (Dexterity) throw against your Spell DC or take 1d6 normal damage. Regardless of the outcome, the piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any number of creatures you choose, and the spell ignores them.
At higher level: when you empower the spell the amount of ammunition that can be affected increase by 2 for every level above 2nd.

Spike Growth

Level 2; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration C (10 min.)

The ground in a 20-ft. diametr centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 damage for every 5 ft. it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Intelligence (Perception) check against your Spell DC to recognize the terrain as hazardous before entering it.

Level 3

Conjure Barrage

Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 60-ft. cone; Duration I

You throw a non-magical weapon or fire a piece of non-magical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-ft. cone must succeed on a Saving (Dexterity) throw against your Spell DC. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. 

Lightning Arrow

Level 3; Casting Time 1 Bonus Action; Components V,S; Range S; Duration C (1 min.)

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 3d6 electricity damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 ft. of the target must make a Saving (Dexterity) throw against you Spell DC. Each of these creatures takes 2d6 electricity damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.
At higher level: when you empower the spell, the damage for both effects increases by 1d6 for every level above 3rd.

Level 4

Grasping Vine

Level 4; Casting Time 1 Bonus Action; Components V,S; Range L (30 ft.); Duration C (1 min.)

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 ft. of it that you can see. That creature must succeed on a Saving (Dexterity) throw against your Spell DC or be pulled 20 ft. directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Stoneskin

Level 4; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to normal damage. 

Level 5

Tree Stride

Level 5; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 ft. Both trees must be living and at least the same size as you. You must use 5 ft. of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 ft. and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within Close range of the destination tree, using another 5 ft. of movement. If you have no movement left, you appear within Close range of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.