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Favored Enemy

  • casting time 2 / Long Rest
  • range

  • components
  • duration

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.

Ranger (PHB24-119) Special Ability

Weapon Mastery - Vex

  • casting time
  • range 1 action

  • components Shortbow
  • duration

If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Ranger (PHB24-120) Special Ability

Weapon Mastery - Sap

  • casting time
  • range 1 action

  • components Longsword
  • duration

If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Ranger (PHB24-120) Special Ability

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, 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, 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, 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 (PHB24-119) 1st level Divination

Primal Companion

  • casting time
  • range 1 action

  • components Shortbow
  • duration

You magically summon a primal beast and choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You determine the kind of animal it is, choosing a kind that’s appropriate to the stat block, and whatever beast you choose, it bears primal markings to indicate its supernatural origins.

The beast is Friendly to you and your allies, obeys your commands, and vanishes if you die.

Ranger (PHB24-120) Special Ability

Primal Companion - Combat

  • casting time
  • range 1 action

  • components Shortbow
  • duration

In combat, the beast acts during your turn. It can move and use its Reaction on its own, but only takes the Dodge action unless you take a Bonus Action to command it to use an action from its stat block or some other other action. You can sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.

Ranger (PHB24-120) Special Ability

Primal Companion - Replace

  • casting time
  • range 1 action

  • components Shortbow
  • duration

If the beast died within the last hour, you can take a Magic action to touch it and expend a spell slot. After 1 minute, the beast returns to life with all its HP restored.

Whenever you finish a Long Rest, you can summon a new primal beast in an unoccupied space within 5 ft. of you. You choose its stat block and appearance, and if you already have a beast from this feature, the old one vanishes when the new one appears.

Ranger (PHB24-120) Special Ability

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