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Absorb Elements

  • casting timeReaction
  • rangeSelf

  • componentsS
  • duration1 round

When you take acid, cold, fire, lightning, or thunder damage, you capture some of the incoming engergy, 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, 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 1st level Abjuration

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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 1st level Evocation

Hunter's Mark

  • casting timeBonus Action
  • range90 ft

  • componentsV
  • durationConcentration, up to 1 hour

Choose a creature you can see within range and magically 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 any Perception or Survival check you make to find it.

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







At Higher Levels: when you cast the spell using a spell slot of 3rd or 4th level, you can maintain concentration for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain concentration for up to 24 hours.

Ranger 1st level Divination

Speak with Animals (Ritual)

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Grant yourself the ability to comprehend and verbally communicate with beasts.

The knowledge and awareness of beasts is limited by their intelligence, but they can generally give you information about nearby locations and monsters, including whatever they have seen in the past day.

Ranger 1st level Divination

Zephyr Strike

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You move like the wind, and your movement doesn't provoke attacks of opportunity.

Once before the spell ends, 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, your walking speed increases by 30ft until the end of that turn.

Ranger 1st level Transmutation

Aid

  • casting timeAction
  • range30 ft

  • componentsV, S, M
  • duration8 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 2nd level Abjuration

Beast Sense (Ritual)

  • casting timeAction
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

Touch a willing beast. For the duration of the spell, 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, you gain the benefit of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Ranger 2nd level Divination

Spike Growth

  • casting timeAction
  • range150 ft

  • componentsV, S, M
  • durationConcentration, 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, 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 2nd level Transmutation

Speak with Plants

  • casting timeAction
  • rangeSelf (30ft radius)

  • componentsV, S
  • duration10 minutes

Imbue plants within 30 feet of you with limited sentience and animation, 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, gaining information about creatures, weather, and other circumstances.

You can turn difficult terrain caused by plant growth into ordinary terrain for the 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, you can communicate with it as though you shared a common language, but you gain no magical ability to influence it.

Ranger 3rd level Transmutation

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