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Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Ranger,, 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 hour

You make yourself,including your clothing,armor,weapons,and other belongings on your person,look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin,fat,or in between. You can't change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise,the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example,if you use this spell to add a hat to your outfit,objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are,the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised,a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Ranger (Gloom Stalker) 1st level Illusion

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration10 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, 1st level Divination

Zephyr Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

You move like the wind. Until the spell ends,your movement doesn't provoke opportunity attacks.
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 a hit. Whether you hit or miss,your walking speed increases by 30 feet until the end of that turn.

Ranger (XGE),, 1st level Transmutation

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration,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 2nd level Divination

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you,masking you and your companions from detection. For the duration,each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Ranger, 2nd level Abjuration

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope,an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space,making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space,but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Ranger (Gloom Stalker), 2nd level Transmutation

Healing Spirit

  • casting time1 bonus action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends,whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there,you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn,you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,the healing increases by 1d6 for each slot level above 2nd.

Druid (XGE) 2nd level Conjuration

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.

Ranger, 1st level Evocation

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