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Scribe's Bookmark

  • casting time At Will
  • range Self

  • components
  • duration 1 Hour

When you strike a creature with a weapon while under the effect of this spell, find the searing pain of a branding iron on their skin as Sylvan lettering unfurls from the wound.
Until the spell ends, every strike after the first, deal an extra 1d6 of the weapons damage type to the target, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Whenever you strike a new entity you can transfer the brand to them, even then the first strike does no damage.

Ranger Divination Cantrip

Hex

  • casting time 1 Bonus Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

The petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger 1st Level Enchantment

Disguise Self

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Ranger 1st Level Illusion

Enhance Ability

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Ranger 2nd Level Transmutation

Absorb Elements

  • casting time 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • duration 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Ranger 1st Level Abjuration

Charm Person

  • casting time1 Action
  • range30 feet

  • componentsV, S
  • duration1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Ranger 1st Level Enchantment

Fog Cloud

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Ranger 1st Level Conjuration

Speak with Animals (ritual)

  • 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.

Ranger 1st Level Divination

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

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Misty Step

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Ranger 2nd Level Conjuration

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