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Shocking Grasp

  • casting time1 Action
  • rangeTouch

  • components V, S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ranger Cantrip

Feather Fall

  • casting time1 Reaction *
  • range60 ft

  • componentsV, M **
  • duration1 Minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

* - which you take when you or a creature you can see within 60 feet of you falls

** - (a small feather or piece of down)

Ranger 1st-level transmutation

Levitate

  • casting time 1 Action
  • range60 ft

  • componentsV, S, M *
  • durationConcentration, 10 Minutes

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

* - (a metal spring)

Ranger 2nd-level transmutation

Sneak Attack

  • casting timeNo Action
  • rangeFinesse or Ranged

  • componentsNone
  • durationInstantaneous

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Ranger 1st-level rogue feature

Cunning Action

  • casting time1 Bonus Action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ranger 2nd-level rogue feature

Steady Aim

  • casting time1 Bonus Action
  • range 30 ft

  • components V, S, M
  • duration 1 Round

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ranger 3rd-level rogue feature

Psionic Power

  • casting timeSee description
  • rangeSee description

  • componentsNone
  • durationInstantaneous

You have 6 Psionic Energy dice (1d8), and they fuel various psionic powers you have.

Psionic Power: Psionic Energy: (No Action)

Uses: OOOOOO / Long Rest

Psionic Power: Psi-Bolstered Knack: (No Action)

Psionic Power: Psychic Whispers: 1 Action

O / Long Rest

Psionic Power: Recovery: 1 Bonus Action

O / Short Rest

Ranger 3rd-level Soulknife feature

Psi-Bolstered Knack

  • casting timeNo Action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Ranger 3rd-level Soulknife feature

Psychic Whispers

  • casting time1 Action
  • rangeWithin sight

  • componentsNone
  • duration1d8 hours

You can establish telepathic communication between yourself and others ‐ perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Ranger 3rd-level Soulknife feature

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Uncanny Dodge

  • casting time1 Reaction
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Ranger 5th-level rogue feature

Evasion

  • casting time 1 Action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ranger 7th-level rogue feature

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