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S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot Cube. Until the spell ends

  • components an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
    Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
    Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.;Ranger

Wizard(2024)

Ranger M;8 hours;(a bell and silver wire)You set an alarm against intrusion. Choose a door

S

  • casting time the spells ends.
    Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.;Bard
  • range Druid

  • components Ranger(2024)
  • duration

Ranger M;24 hours;(a morsel of food)Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target

S;Instantaneous;A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.;Bard

  • casting time Druid
  • range Paladin

  • components Ranger(2024)
  • duration

Ranger Cleric

S;Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell’s school of magic.
    The spell is blocked by 1 foot of stone

dirt

Ranger up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you sense the location of poisons

  • components poisonous or venomous creatures
  • duration and magical contagions within 30 feet of yourself. You sense the kind of poison

creature

Ranger M;Concentration

up to 1 minute;As you hit the target

  • casting time and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save
  • range the target has the Restrained condition until the spell ends. On a successful save

  • components the vines shrivel away
  • duration and the spell ends.
    While Restrained

the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success

Ranger grasping vines appear on it

S;Concentration

  • casting time these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
    Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success
  • range it frees itself from the grasping plants and is no longer Restrained by them.;Druid

  • components Ranger(2024)
  • duration

Ranger up to 1 minute;Grasping plants sprout from the ground in a 20-foot square within range. For the duration

S;Concentration

  • casting time Ranger
  • range Sorcerer

  • components Wizard(2024)
  • duration

Ranger up to 1 hour;You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.;Druid

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    Uneaten berries disappear when the spell ends.;Druid
  • range Ranger(2024)

Ranger M;24 hours;(a sprig of mistletoe)Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point

1;Alarm;Level 1 Abjuration;1 minute or Ritual;30 feet;V 1;Alarm;Level 1 Abjuration;1 minute or Ritual;30 feet;V
1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V 1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V
1;Cure Wounds;Level 1 Abjuration;Action;Touch;V 1;Cure Wounds;Level 1 Abjuration;Action;Touch;V
1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V 1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V
1;Detect Poison and Disease;Level 1 Divination;Action or Ritual;Self;V 1;Detect Poison and Disease;Level 1 Divination;Action or Ritual;Self;V
1;Ensnaring Strike;Level 1 Conjuration;Bonus Action;Self;V;Concentration 1;Ensnaring Strike;Level 1 Conjuration;Bonus Action;Self;V;Concentration
1;Entangle;Level 1 Conjuration;Action;90 feet;V 1;Entangle;Level 1 Conjuration;Action;90 feet;V
1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V 1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V
1;Goodberry;Level 1 Conjuration;Action;Self;V 1;Goodberry;Level 1 Conjuration;Action;Self;V

this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw

Ranger taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.;Ranger(2024)

up to 1 hour;You magically mark one creature you can see within range as your quarry. Until the spell ends

  • casting time you can take a Bonus Action to move the mark to a new creature you can see within range.
    Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).;Ranger(2024)
  • range

Ranger you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends

S

  • casting time that creature can jump up to 30 feet by spending 10 feet of movement.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.;Druid
  • range Ranger

  • components Sorcerer
  • duration Wizard(2024)

Ranger M;1 minute;(a grasshopper’s hind leg)You touch a willing creature. Once on each of its turns until the spell ends

S

  • casting time Druid
  • range Ranger

  • components Wizard(2024)
  • duration

Ranger M;1 hour;(a pinch of dirt)You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.;Bard

S;10 minutes;For the duration

  • casting time and you can use any of the Influence action’s skill options with them.
    Most Beasts have little to say about topics that don’t pertain to survival or companionship
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration including whatever it has perceived within the past day.
    JESPER EJSING
    A human Druid uses Speak with Animals to chat with his best bear friend;Bard

Druid

Ranger you can comprehend and verbally communicate with Beasts

1;Hail of Thorns;Level 1 Conjuration;Bonus Action;Self;V;Instantaneous;As you hit the creature 1;Hail of Thorns;Level 1 Conjuration;Bonus Action;Self;V;Instantaneous;As you hit the creature
1;Hunter’s Mark;Level 1 Divination;Bonus Action;90 feet;V;Concentration 1;Hunter’s Mark;Level 1 Divination;Bonus Action;90 feet;V;Concentration
1;Jump;Level 1 Transmutation;Bonus Action;Touch;V 1;Jump;Level 1 Transmutation;Bonus Action;Touch;V
1;Longstrider;Level 1 Transmutation;Action;Touch;V 1;Longstrider;Level 1 Transmutation;Action;Touch;V
1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V 1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V