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Clue (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 minutes

A magnifying glass and pipe

When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present, only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.

Ranger 1st-level Divination

Jethro's Instant Reload (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A spent bullet casing

One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you can ignore this for the duration. When the weapon's ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn.

If you aren't carrying sufficient ammunition for the weapon to reload, the spell ends.

Ranger 2nd-level Conjuration

Protection from Ballistics

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.

Ranger 2nd-level Abjuration

Stone Bones

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration 1 round

You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.

Ranger 2nd-level Transmutation

Skirmish

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

A branch from a tree

You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target's speed is doubled, it is unaffected by nonmagical difficult terrain, and it doesn't provoke opportunity attacks.

Ranger 3rd-level Transmutation

After Image

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 10 minutes

A silver hand mirror worth 50 gp

You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal.

Ranger 3rd-level Illusion

Geomantic Discernment (Ritual)

  • casting time 1 action
  • range Self (100-foot radius)

  • components V, S
  • duration Concentration, up to 10 minutes

You gain the ability to sense valuable minerals in a 100-foot radius around you. A glowing aura that only you can see appears around any valuable metals, gems, ores, native elements, or other resources in that radius for the spell's duration. You can see this aura through any amount of nonmagical material.

Ranger 3rd-level Divination

Polybrachia

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

A pair of armbands

Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms.

Ranger 3rd-level Conjuration

Blood Print (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

An ounce or more of blood

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature's kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Ranger 1st-level Necromancy

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Chromatic Bullet

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

A firearm

The next time you hit a creature with a ranged weapon attack using a firearm during the spell's duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm's damage to one of these damage types. You do not need to pick the same damage type for both.

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Ranger 1st-level Evocation

Conjure Cover (Ritual)

  • casting time 1 bonus action
  • range 10 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A duck figurine

You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has total cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.

Ranger 1st-level Conjuration

Instant Replay

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 minute

The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.

Ranger 1st-level Transmutation

Psychedelics

  • casting time 1 action
  • range Self (60-foot radius)

  • components V, S, M
  • duration 1 round

A mushroom

For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. Each creature you choose within range must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn. Additionally, the colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.

Ranger 1st-level Illusion

Time's Arrow

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A physical missile weighing a pound or less, such as an arrow, bolt, or sling bullet

This spell enchants a missile so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell. The missile remains frozen in place until a creature passes within 120 feet in front of it, something touches it, a strong wind blows upon it, the effect is dispelled, or the duration ends. At that time, the missile moves suddenly, as if it was just fired or thrown with a range of 120 feet. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).

Ranger 1st-level Transmutation

Zephyr's Feather

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

A dove's feather

You wave your hand and three alabaster feathers, magically sharpened to a razor's edge, appear and orbit around you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make an attack using a feather on each of your turns as an action.

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, up to a maximum of 6d8. You gain an additional two feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and two more when you cast it using a spell slot of 5th level or higher (7 feathers).

Ranger 1st-level Conjuration

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