Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Thaumaturgy,

  • casting time1 action,
  • range30 feet,

  • componentsV,
  • durationUp to 1 minute,

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.,

Ranger Transmutation cantrip,

Snare [1/2],

  • casting time1 minute,
  • rangeTouch,

  • componentsS, M (25 feet of rope, which the spell consumes),
  • duration8 hours,

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.,

Ranger 1st-level abjuration,

Snare [2/2],

  • casting time1 minute,
  • rangeTouch,

  • componentsS, M (25 feet of rope, which the spell consumes),
  • duration8 hours,

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.,

Ranger 1st-level abjuration,

Air Bubble,

  • casting time1 action,
  • range60 feet,

  • componentsS,
  • duration24 hours,

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.,

Ranger 2nd-level conjuration,

Healing Spirit,

  • casting time1 bonus action,
  • range60 feet,

  • componentsV, S,
  • durationConcentration, up to 1 minute,

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.,

Ranger 2nd-level conjuration,

Freedom of the Waves,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a strand of wet hair),
  • durationInstantaneous,

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.,

Ranger 3rd-level conjuration,

Purge Contamination,

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (100 gp of alchemical fluids or holy water, which the spell consumes),
  • durationInstantaneous,

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.,

Ranger 3rd-level abjuration,

Guardian of Nature [1/2],

  • casting time1 bonus action,
  • rangeSelf,

  • componentsV,
  • durationConcentration, up to 1 minute,

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.,

Ranger 4th-level transmutation,

Freedom of the Winds,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a scrap of sailcloth),
  • durationConcentration, up to 10 minutes,

Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.,

Ranger 5th-level abjuration,

0, 0,
1, 1,
1, 1,
2, 2,
2, 2,
3, 3,
3, 3,
4, 4,
5, 5,

Neutralizing Field,

  • casting time1 action,
  • rangeSelf (10-foot radius),

  • componentsV, S, M (A delerium crystal or holy relic worth 1,000 gp),
  • durationConcentration, up to 1 hour,

You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain contamination levels and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area.,

Ranger 5th-level abjuration,

Steel Wind Strike,

  • casting time1 action,
  • range30 feet,

  • componentsS, M (a melee weapon worth at least 1 sp),
  • durationInstantaneous,

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.,

Ranger 5th-level conjuration,

Wrath of Nature [1/2],

  • casting time1 action,
  • range120 feet,

  • componentsV, S,
  • durationConcentration, up to 1 minute,

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.,

Ranger 5th-level evocation,

Wrath of Nature [2/2],

  • casting time1 action,
  • range120 feet,

  • componentsV, S,
  • durationConcentration, up to 1 minute,

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.,

Ranger 5th-level evocation,

5, 5,
5, 5,
5, 5,
5, 5,