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Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

Druid

Ranger 1st level Abjuration

Alarm

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny bell and a piece of fine silver wire

Wizard

Ranger 1st level Abjuration

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

Druid

Ranger 1st level Enchantment

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration
    up to 10 minutes

a bit of fur wrapped in a cloth

Druid

Ranger 1st level Divination

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Druid

Ranger 1st level Evocation

Detect Magic

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration
    up to 10 minutes

Druid

Ranger 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration
    up to 10 minutes

a yew leaf

Druid

Ranger 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

Wizard

Ranger (Gloom Stalker) 1st level Illusion

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration
    up to 1 minute

Paladin

Ranger 1st level Conjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration
    up to 1 hour

Druid

Ranger 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprig of mistletoe

Druid

Ranger 1st level Transmutation

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

Paladin

Ranger 1st level Divination

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

Druid

Ranger 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

Druid

Ranger 1st level Transmutation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration
    up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Cleric

Ranger (Horizon Walker/ 1st level Abjuration

Snare

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

25 feet of rope, which the spell consumes

Druid

Ranger (Horizon Walker/ 1st level Abjuration

Speak with Animals

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Druid

Ranger 1st level Divination

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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 1st level Transmutation

Animal Messenger

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

Druid

Ranger 2nd level Enchantment

Barkskin

  • casting time1 action
  • rangeTouch

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

a handful of oak bark

Druid

Ranger 2nd level Transmutation

Beast Sense

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration
    up to 1 hour

Druid

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

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

Druid

Ranger 2nd level Transmutation

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Druid

Ranger 2nd level Divination

Healing Spirit

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration
    up to 1 minute

Druid

Ranger 2nd level Conjuration

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Druid

Ranger 2nd level Abjuration

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

Locate Animals or Plants

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur from a bloodhound

Druid

Ranger 2nd level Divination

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration
    up to 10 minutes

a forked twig

Druid

Ranger 2nd level Divination

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Druid

Ranger (Horizon Walker) 2nd level Conjuration

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

Druid

Ranger 2nd level Abjuration

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

Druid

Ranger 2nd level Abjuration

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

Wizard

Ranger (Gloom Stalker) 2nd level Transmutation

Silence

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration
    up to 10 minutes

Someone

Ranger 2nd level Illusion

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration
    up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

Druid

Ranger 2nd level Transmutation

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Cleric

Ranger (Monster Slayer) 2nd level Enchantment

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration
    up to 1 hour

Druid

Ranger 3rd level Conjuration

Conjure Barrage

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Ranger 3rd level Conjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

Druid

Ranger 3rd level Evocation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

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

a white feather or the heart of a hen

Wizard

Ranger (Gloom Stalker) 3rd level Illusion

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration
    up to 1 hour

Druid

Ranger 3rd level Transmutation

Haste

  • casting time1 action
  • range30 feet

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

a shaving of licorice root

Druid

Ranger (Horizon Walker) 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

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV, S, M*
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Ranger 3rd level Abjuration

Plant Growth

  • casting time1 action
    or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

Druid

Ranger 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration
    up to 1 hour

Druid

Ranger 3rd level Abjuration

Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minutes

Druid

Ranger 3rd level Transmutation

Water Breathing

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

Druid

Ranger 3rd level Transmutation

Water Walk

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

Druid

Ranger 3rd level Transmutation

Wind Wall

  • casting time1 action
  • range120 feet

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

a tiny fan and a feather of exotic origin

Druid

Ranger 3rd level Evocation

Banishment

  • casting time1 action
  • range60 feet

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

an item distasteful to the target

Cleric

Ranger (Horizon Walker/ 4th level Abjuration

Conjure Woodland Beings

  • casting time1 action
  • range60 feet

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

one holly berry per creature summoned

Druid

Ranger 4th level Conjuration

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

Druid

Ranger 4th level Abjuration

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • durationConcentration
    up to 1 minute

Druid

Ranger 4th level Conjuration

3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration
    up to 1 minute

Wizard

Ranger (Gloom Stalker) 4th level Illusion

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration
    up to 1 minute

Druid

Ranger (Gloom Stalker) 4th level Transmutation

Locate Creature

  • casting time1 action
  • rangeSelf

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

a bit of fur from a bloodhound

Druid

Ranger 4th level Divination

Stoneskin

  • casting time1 action
  • rangeTouch

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

diamond dust worth 100 gp, which the spell consumes

Druid

Ranger 4th level Abjuration

Commune with Nature

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Druid

Ranger 5th level Divination

Conjure Volley

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or one thrown weapon

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Ranger 5th level Conjuration

Hold Monster

  • casting time1 action
  • range90 feet

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

a small, straight piece of iron

Paladin

Ranger (Monster Slayer) 5th level Enchantment

Seeming

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

Wizard

Ranger (Gloom Stalker) 5th level Illusion

Steel Wind Strike

  • casting time1 action
  • range30 feet

  • componentsS, M*
  • durationInstantaneous

a melee weapon worth at least 1 sp

Wizard

Ranger (Gloom Stalker) 5th level Conjuration

4 4
4 4
4 4
4 4
5 5
5 5
5 5
5 5
5 5

Swift Quiver

  • casting time1 bonus action
  • rangeTouch

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

a quiver containing at least one piece of ammunition

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Ranger 5th level Transmutation

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M*
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

Wizard

Ranger (Horizon Walker) 5th level Conjuration

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration
    up to 1 minute

Druid

Ranger 5th level Conjuration

Wrath of Nature

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration
    up to 1 minute

Druid

Ranger 5th level Evocation

Ranger

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M*
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

Cleric

Ranger (Monster Slayer) 3rd level Abjuration

Planar Binding

  • casting time1 hour
  • range60 feet

  • componentsV, S, M*
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

ClericDruid

Ranger (Monster Slayer) 5th level Abjuration

5 5
5 5
5 5
5 5
3 3
5 5