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S;Instantaneous;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

Ranger the healing increases by 1d8 for each slot level above 1st. ;Ranger

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 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
  • range 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

  • components you can designate any creatures you choose
  • duration 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

Ranger M;8 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

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

1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
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;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V 2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V