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up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time 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
  • range the vines shrivel away.
    While restrained by this spell

  • components 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
  • duration 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

Ranger a writhing mass of thorny vines appears at the point of impact

up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time 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
  • range 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

  • components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ;Ranger
  • duration

Ranger this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time 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
  • range 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

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger

Ranger you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

S

  • casting time 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
  • range masking you and your companions from detection. For the duration

  • components 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
  • duration

Ranger M;Concentration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look 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 the terrain as hazardous before entering it. ;Ranger
  • duration

Ranger M;Concentration

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Ranger

Ranger M;Concentration

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S;Concentration

  • casting time the weapon's ammunition
  • range or the weapon itself if it's a thrown weapon

  • components transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit
  • duration or half as much damage on a miss

instead of the weapon's normal damage.
Whether you hit or miss

smoke up to 1 minute;The next time you make a ranged weapon attack during the spell's duration

;Concentration

  • casting time your facial features become feral
  • range and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage. Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. Your skin appears barky

  • components leaves sprout from your hair
  • duration and you gain the following benefits: You gain 10 temporary hit points. You make Constitution saving throws with advantage. You make Dexterity- and Wisdom-based attack rolls with advantage. While you are on the ground

the ground within 15 feet of you is difficult terrain for your enemies.;Ranger

smoke up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V 3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V
4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V 4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V