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Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric Divination cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Ranger (Swarmkeeper) Conjuration cantrip

Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

Niet Druid

Ranger (XGE) 1st level Abjuration

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

Niet Wizard

Ranger 1st level Abjuration

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

Niet Druid

Ranger 1st level Enchantment

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger (XGE) 1st level Divination

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger 1st level Evocation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Cleric

Ranger 1st level Divination

0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 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 (Gloom Stalker) 1st level Illusion

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature 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. A creature restrained by the vines or one that can touch the 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: If 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

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

Niet Druid

Ranger 1st level Transmutation

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: If 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

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 1st level Divination

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

Niet Druid

Ranger 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

Niet Druid

Ranger 1st level Transmutation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger (Horizon Walker)(Monster Slayer) 1st level Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Niet Druid

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 (XGE) 1st level Transmutation

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

Niet Druid

Ranger (Fey Wanderer) 1st level Enchantment

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Niet Druid

Ranger (Swarmkeeper) 1st level Evocation

Entangle

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Druid

Ranger (TCE) 1st level Conjuration

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Niet Cleric

Ranger (TCE) 1st level Evocation

Animal Messenger (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

Niet Druid

Ranger 2nd level Enchantment

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 2nd level Transmutation

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 2nd level Divination

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

Cordon of Arrows

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • duration8 hours

four or more arrows or bolts

You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Ranger 2nd level Transmutation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

Niet Druid

Ranger 2nd level Transmutation

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger 2nd level Divination

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger 2nd level Abjuration

Locate Animals or Plants (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

Niet Druid

Ranger 2nd level Divination

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger 2nd level Divination

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Niet Druid

Ranger (Horizon Walker) 2nd level Conjuration

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 2nd level Abjuration

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

Niet Druid

Ranger 2nd level Abjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Ranger (Gloom Stalker) 2nd level Transmutation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger 2nd level Illusion

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger 2nd level Transmutation

Summon Beast

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration Concentration, up to 1 hour

Niet Druid

Ranger (TCE) 2nd-level conjuration

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Niet Cleric

Ranger 2nd level Enchantment

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Niet Druid

Ranger (Fey Wanderer) 2nd level Conjuration

Web

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (Swarmkeeper) 2nd level Conjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

Niet Druid

Ranger (TCE) 2nd level Abjuration

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (TCE) 2nd level Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

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

Niet Druid

Ranger (TCE) 2nd level Evocation

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ranger (TCE) 2nd level Transmutation

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 3rd level Conjuration

Conjure Barrage

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Ranger 3rd level Conjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

Niet Druid

Ranger 3rd level Evocation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

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

Niet Wizard

Ranger (Gloom Stalker) 3rd level Illusion

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (XGE) 3rd level Transmutation

Haste

  • casting time1 action
  • range30 feet

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

Niet Druid

Ranger (Horizon Walker) 3rd level Transmutation

Lightning Arrow

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Ranger 3rd level Transmutation

2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

Niet Wizard

Ranger (Monster Slayer) 3rd level Abjuration

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

Niet Wizard

Ranger 3rd level Abjuration

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger 3rd level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 3rd level Abjuration

Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minutes

Niet Druid

Ranger 3rd level Transmutation

Summon Fey

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (TCE) 3rd-level conjuration

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

Niet Druid

Ranger 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

Niet Druid

Ranger 3rd level Transmutation

Wind Wall

  • casting time1 action
  • range120 feet

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

Niet Druid

Ranger 3rd level Evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger (Fey Wanderer) 3rd level Abjuration

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (Swarmkeeper) 3rd level Transmutation

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (TCE) 3rd level Transmutation

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

Niet Druid

Ranger (TCE) 3rd level Transmutation

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

Niet Druid

Ranger (TCE) 3rd level Necromancy

Ashardalon’s Stride

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Wizard

Ranger (FToD) 3rd Level Transmutation

Banishment

  • casting time1 action
  • range60 feet

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

Niet Wizard

Ranger (Horizon Walker)(Monster Slayer) 4th level Abjuration

Conjure Woodland Beings

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 4th level Conjuration

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

Niet Druid

Ranger 4th level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Druid

Ranger 4th level Conjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Druid

Ranger (Gloom Stalker) 4th level Illusion

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 4th level Divination

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger 4th level Abjuration

Summon Elemental

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Niet Druid

Ranger (TCE) 4th-level conjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

Niet Wizard

Ranger (Fey Wanderer) 4th level Conjuration

Arcane Eye

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of bat fur

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Ranger (Swarmkeeper) 4th level Divination

Dominate Beast

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Druid

Ranger (TCE) 4th level Enchantment

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Niet Druid

Ranger 5th level Divination

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
5 5

Conjure Volley

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or one thrown weapon

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Ranger 5th level Conjuration

Hold Monster

  • casting time1 action
  • range90 feet

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

Niet Wizard

Ranger (Monster Slayer) 5th level Enchantment

Seeming

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

Niet Wizard

Ranger (Gloom Stalker) 5th level Illusion

Swift Quiver

  • casting time1 bonus action
  • rangeTouch

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

a quiver containing at least one piece of ammunition

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Ranger 5th level Transmutation

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

Niet Wizard

Ranger (Horizon Walker) 5th level Conjuration

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Niet Druid

Ranger 5th level Conjuration

Mislead

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

Niet Wizard

Ranger (Fey Wanderer) 5th level Illusion

Insect Plague

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Niet Druid

Ranger (Swarmkeeper) 5th level Conjuration

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

Niet Druid

Ranger (TCE) 5th level Abjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5