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cold

  • casting time lightning
  • range or thunder damage);Self;S;1 round;Capture some of the incoming engergy

  • components lessening its effects on you and storing it for your next melee attack.

    You have resistance to the triggering damage until the start of your next turn
  • duration and the first time you hit with a melee attack on your next turn

the target takes an extra 1d6 damage of the triggering type.





At Higher Levels: damage increases by 1d6 for each slot level above 1st.;Ranger

Ranger fire

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + WIS. This spell has no effect on undead or constructs.

At Higher Levels: healing increases by 1d8 for each slot level above 1st.;Ranger

Ranger

up to 1 hour;Choose a creature you can see within range and magically mark it as your quarry. Until the spell ends

  • casting time and you have advantage on any Perception or Survival check you make to find it.

    If your target drops to 0 hit points before the spell ends
  • range you can use a bonus action on a subsequent turn to mark a new creature.





    At Higher Levels: 3rd & 4th - 8 hours concentration

  • components 5th+ - 24 hours concentration.;Ranger
  • duration

Ranger you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

S;10 minutes;Grant yourself the ability to comprehend and verbally communicate with beasts.

The knowledge and awareness of beasts is limited by their intelligence

  • casting time including whatever they have seen in the past day.;Ranger
  • range

Ranger but they can generally give you information about nearby locations and monsters

up to 1 minute;You move like the wind

  • casting time you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on hit.

    Whether you hit or miss
  • range your walking speed increases by 30ft until the end of that turn.;Ranger

Ranger and your movement doesn't provoke attacks of opportunity.

Once before the spell ends

S

Ranger M;8 hours;(a tiny strip of white cloth)Bolster your allies with toughness and resolve.

Choose up to 3 creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.













At Higher Levels
A target's hit points increase by an additional 5 for each slot level above 2nd.;Ranger

up to 1 hour;Touch a willing beast. For the duration of the spell

  • casting time you gain the benefit of any special senses possessed by that creature
  • range though you are blinded and deafened to your own surroundings.;Ranger

Ranger you can use your action to see through the beast's eyes and hear what it hears. You continue to do so until you use an action to return to your normal senses.

While perceiving through the beast's senses

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small sharpened twigs)The ground in a 20 foot radius centered on a point you choose twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration.

    When a creature moves into or within the area
  • range it takes 2d4 piercing damage for every 5 feet 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 Perception check against your spell save DC to recognize the terrain as hazardous before entering it.;Ranger

Ranger M;Concentration

S;10 minutes;Imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures
  • range weather

  • components and other circumstances.

    You can turn difficult terrain caused by plant growth into ordinary terrain for the duration
  • duration cause ordinary terrain where plants are present to become difficult to pass

or cause plants created by the Entangle spell to release a restrained creature.

If a plant creature is in the area

Ranger giving them the ability to communicate with you and follow your simple instructions. You can question plants about events in the spell's area within the past day

1;Absorb Elements;1st level Abjuration;Reaction (acid 1;Absorb Elements;1st level Abjuration;Reaction (acid
1;Cure Wounds;1st level Evocation;Action;Touch;V 1;Cure Wounds;1st level Evocation;Action;Touch;V
1;Hunter's Mark;1st level Divination;Bonus Action;90 ft;V;Concentration 1;Hunter's Mark;1st level Divination;Bonus Action;90 ft;V;Concentration
1;Speak with Animals (Ritual);1st level Divination;Action;Self;V 1;Speak with Animals (Ritual);1st level Divination;Action;Self;V
1;Zephyr Strike;1st level Transmutation;Bonus Action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;Bonus Action;Self;V;Concentration
2;Aid;2nd level Abjuration;Action;30 ft;V 2;Aid;2nd level Abjuration;Action;30 ft;V
2;Beast Sense (Ritual);2nd level Divination;Action;Touch;S;Concentration 2;Beast Sense (Ritual);2nd level Divination;Action;Touch;S;Concentration
2;Spike Growth;2nd level Transmutation;Action;150 ft;V 2;Spike Growth;2nd level Transmutation;Action;150 ft;V
3;Speak with Plants;3rd level Transmutation;Action;Self (30ft radius);V 3;Speak with Plants;3rd level Transmutation;Action;Self (30ft radius);V