Level from: to








custom background URL

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Absorb Elements

  • casting time1 reaction,which you take when you take acid,cold,fire,lightning,or thunder damage
  • rangeSelf

  • componentsS
  • duration1 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

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,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

Hail of Thorns

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends,this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack,the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save,or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Ranger, 1st level Conjuration

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration,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

Jump

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Ranger, 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Ranger 1st level Transmutation

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

Animal Messenger (ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration24 hours

a morsel of food

By means of this spell,you use an animal to deliver a message. Choose a Tiny beast you can see within range,such as a squirrel,a blue ray,or a bird. You specify a location,which you must have visited,and a recipient who matches a general description,such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location,covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives,it delivers your message to the creature that you described,replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends,the message is lost,and the beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher,the

Ranger 2nd level Enchantment

Animal Messenger (ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration24 hours

a morsel of food

duration of the spell increases by 48 hours for each slot level above 2nd.

Ranger 2nd level Enchantment

1 1
1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2

Barkskin

  • casting time1 action
  • rangeTouch

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

a handful of oak bark

You touch a willing creature. Until the spell ends,the target's skin has a rough,bark-like appearance,and the target's AC can't be less than 16,regardless of what kind of armor it is wearing.

Ranger,, 2nd level Transmutation

Locate Animals or Plants (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings,you learn the direction and distance to the closest creature or plant of that kind within 5 miles,if any are present.

Ranger,, 2nd level Divination

Cordon of Arrows

  • casting time1 action
  • range5 feet

  • componentsV,S,M
  • duration8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends,whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there,one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell,you can designate any creatures you choose,and the spell ignores them.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger,, 2nd level Transmutation

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.

Ranger (TCE), 2nd level Transmutation

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver,the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses,and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Ranger (XGE), 3rd level Transmutation

Lightning Arrow

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

The next time you make a ranged weapon attack during the spell's duration,the weapon's ammunition,or the weapon itself if it's a thrown weapon,transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit,or half as much damage on a miss,instead of the weapon's normal damage.
Whether you hit or miss,each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save,or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger,, 3rd level Transmutation

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid,cold,fire,lightning,or thunder. For the duration,the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level,the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher,the bonus increases to +3 and the extra damage increases to 3d4.

Ranger (TCE) 3rd level Transmutation

2 2
2 2
2 2
2 2
3 3
3 3
3 3