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Favoured Foe

  • casting time1 free action
  • range-

  • componentsS
  • durationConcentration, up to 10 minutes

When you hit a creature with an attack roll, you can call upong your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration.

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.

This feature's extra damage increases to 1d6 at 6th ranger level, and 1d8 at 14th ranger level.

Ranger Ranger Class Feature

Fey Step

  • casting time1 bonus action
  • range30 feet

  • componentsS
  • durationInstantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.

You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Eladrin, Eladrin Feature

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack, the target must succeed on a Strength saving throw or be restrained by magical vines until the spell ends. A Large or larger target 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.

The restrained creature or an adjacent 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: When 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

Zephyr Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You move like the wind. For the duration, 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

Primal Awareness: Speak with Animals

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.

The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

You can cast this spell once per long rest without expending a spell slot.

Ranger, Ranger Class Feature

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: When 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

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