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Darkvision

  • casting time
  • range

  • components
  • duration

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Half-elf Passive

Fey Ancestry

  • casting time
  • range

  • components
  • duration

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Half-elf Passive

Silence (ritual)

  • casting time 1 action
  • range 120 feet

  • components
  • duration Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Ranger 2nd level Illusion

Jump

  • casting time 1 action
  • range touch

  • components
  • duration 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

Ranger 1st level Transmutation

Ensnaring Strike

  • casting time 1 bonus action
  • range self

  • components
  • duration Concentration, 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

Disguise Self

  • casting time 1 action
  • range self

  • components
  • 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

Giant Killer

  • casting time
  • range

  • components
  • duration

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Ranger Feature

Primeval Awareness

  • casting time 1 action
  • range 1 mile

  • components
  • duration 1 minute

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Ranger feature

Fighting Style: Two-Weapon Fighting

  • casting time
  • range

  • components
  • duration

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger Passive

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Natural Explorer: Forest

  • casting time
  • range

  • components
  • duration

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Ranger Passive

Favored Enemy: Monstrosities

  • casting time
  • range

  • components
  • duration

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Ranger Passive

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