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Absorb Elements

  • range1 reaction, when you take acid, cold, fire, lightning, or thunder damage
  • sSelf

  • apS
  • type1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Ranger (XGE) 1st level Abjuration

Ensnaring Strike

  • range1 bonus action
  • sSelf

  • apV
  • typeConcentration, up to 1 minute

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 Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing 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 check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ranger 1st level Conjuration

Hunter's Mark

  • range1 bonus action
  • s90 feet

  • apV
  • typeConcentration, up to 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 any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger 1st level Divination

Speak with Animals

  • range1 action
  • sSelf

  • apV, S
  • type10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Ranger (Primal Awareness) 1st level Divination

Beast Sense

  • range1 action
  • sTouch

  • apS
  • typeConcentration, up to 1 hour

You 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, and continue to do so until you use your action to return to your normal senses.

Ranger (Primal Awareness) 2nd level Divination

Silence

  • range1 action
  • s120 feet

  • apV, S
  • typeConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Ranger 2nd level Illusion

Spike Growth

  • range1 action
  • s150 feet

  • apV, S,M
  • typeConcentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range 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 looks natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize hazard before entering it.

Ranger 2nd level Transmutation

Primal Companion

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Ranger

Flash of Genius

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Artificer

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Beast of the Land

AC: 13 + PB | HP: 5 + (5x your ranger level) | Speed: 40 ft., climb 40 ft.
S: 14 (+2) D: 14 (+2) C: 15 (+2) I: 8 (-1) W: 14 (+2) C: 11 (+0)
Darkvision 60 ft., passive Perception 12, understands the languages you speak.
Charge. Move at least 20 feet straight toward a target and then hit with a maul attack on the same turn, add an extra 1d6 s. dmg. If a creature, it must succeed on a Strength saving throw against your spell save DC or become prone.
Primal Bond. Add your PB to any ability check or st that the beast makes.
Actions: Maul Melee Weapon Attack: your spell attack mod to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB s. dmg.

Ranger (Primal Companion) Medium beast, unaligned

Beast of the Sea

AC: 13 + PB | HP: 5 + (5x your ranger level) | Speed 5 ft., swim 60 ft.
S: 14 (+2) D: 14 (+2) C: 15 (+2) I: 8 (-1) W: 14 (+2) C: 11 (+0)
Darkvision 60 ft., passive Perception 12, understands the languages you speak.
Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions: Binding Strike, Melee Weapon Attack: your spell attack mod to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB p. or b. damage (your choice), and the target is grappled (escape against your spellcasting save DC). Until this grapple ends, the beast can't attack another target.

Ranger (Primal Companion) Medium beast, unaligned

Beast of the Sky

AC: 13 + PB | HP: 4 + (4x your ranger level) | Speed 10 ft., fly 60 ft.
S: 6 (-2) D: 16 (+3) C: 13 (+1) I: 8 (-1) W: 14 (+2) C: 11 (+0)
Darkvision 60 ft., passive Perception 12, understands the languages you speak.
Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions: Shred Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage

Ranger (Primal Companion) Small beast, neutral

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