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Learned Weakness

  • casting timeN/A
  • rangeSelf

  • componentsN/A
  • durationAlways

When you hit a creature with an attack roll, you can draw on your mystical bond with nature to learn its weaknesses and mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ranger Ranger

Deft Explorer

  • casting timeN/A
  • rangeSelf

  • componentsN/A
  • durationAlways

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

Ranger Ranger

Primeval Awareness

  • casting time1 action
  • range1 mile (6 miles)

  • componentsN/A
  • duration1 minute per spell slot

You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ranger Ranger

Dreadful Strikes

  • casting timeInstantaneous
  • rangeSelf

  • componentsN/A
  • durationAlways

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

• The attack's target takes 1d6 piercing damage from the swarm.
• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
• You are moved by the swarm 5 feet horizontally in a direction of your choice.

Ranger (Swarmkeeper) Swarmkeeper

Defense of the Bees

  • casting timeInstantaneous
  • rangeSelf

  • componentsN/A
  • duration1 reaction

Your swarm is able to help protect you. When you are attacked, you may use your reaction to impose disadvantage on the attack roll. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses every time you finish a long rest.

Ranger (Swarmkeeper) Swarmkeeper

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Ranger (Swarmkeeper) Conjuration cantrip

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Ranger (Swarmkeeper) 1st level Evocation

Web

  • casting time1 action
  • range60 feet

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

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Ranger (Swarmkeeper) 2nd level Conjuration

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