- Absorb Elements: Abjuration; React to gain Resistance to a type of elemental damage, and then retaliate with the same.
- Alarm: Abjuration; Ritual; Be alerted if a creature enters a warded area.
- Animal Friendship: Enchantment; Charm a beast to make it more friendly towards you.
- Beast Bond: Divination; Create a telepathic link to a friendly beast.
- Cure Wounds: Evocation; Mend the wounds of a creature you can touch.
- Detect Magic: Divination; Ritual; Sense the presence of magic, and school of magic if any, within a close proximity.
- Detect Poison and Disease: Divination; Ritual; Sense the presence of poison, poisonous creatures, and diseases within a close proximity.
- Ensnaring Strike: Conjuration; Hit a creature with an attack and possibly entangle it with harmful vines.
- Entangle: Conjuration; Create an area of difficult terrain with plants and vines.
- Fog Cloud: Conjuration; Create an area of dense, obscuring fog.
- Goodberry: Transmutation; Conjure berries that provide a day's nourishment and a small heal.
- Hail of Thorns: Conjuration; Cause your ranged attack in a small damaging area of thorns.
- Hunter's Mark: Divination; Place a mark on a creature that makes them easier to be tracked and take more damage.
- Jump: Transmutation; Touch a creature to increase their jump range.
- Longstrider: Transmutation; Touch a creature to increase their movement speed.
- Searing Smite: Evocation; Smite a creature with searing flames and set them ablaze.
- Snare: Abjuration; Lay a magical snare trap to restrain creatures that trigger it.
- Speak with Animals: Divination; Ritual; Gain the ability to comprehend and verbally communicate with animals.
- Wild Cunning: Transmutation; Ritual; Call upon the spirits of nature to aid you.
- Zephyr Strike: Transmutation; Increase your move speed, ward yourself against opportunity attacks, and rush an enemy to strike them with force.