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Wrath Of Nature [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, 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

Wrath Of Nature [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, 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

Snare [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration until dispelled or triggered

30 feet of cord or rope, consumed by spell

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Ranger 1st-level abjuration

Snare [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration until dispelled or triggered

30 feet of cord or rope, consumed by spell

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

Ranger 1st-level abjuration

Guardian of Nature [2/2]

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

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

Guardian of Nature [1/2]

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, 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.

Ranger 4th-level transmutation

Healing Spirit

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration Concentration, 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 spirits 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.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Ranger 2nd-level conjuration

Steel Wind Strike

  • casting time 1 action
  • range 30 feet

  • components S, M (a melee weapon worth at least 1 sp)
  • duration Instantaneous

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

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