step 1 - download the example.csv
step 2 - fill your own .csv file with spells based on example.csv
step 3 - select the file, choose a class
step 4 -
Back is ready for two-sided print!
(you can see it only in the print preview)
range stow or retrieve an item from an open container
components 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
duration activate magical items
or carry more than 10 pounds. ;Ranger (Swarmkeeper)
Ranger 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
which you take when you take acid
casting time fire
range lightning
components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also
the first time you hit with a melee attack on your next turn
Ranger cold
S
casting time a window
range or an area within range that is no larger than a 20-foot cube. Until the spell ends
components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Ranger
Ranger M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door
S
casting time the spell fails. Otherwise
range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target
components the spell ends. At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
duration you can affect one additional beast for each slot level above 1st. ;Ranger
Ranger M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher
S
casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
range the link is active while you and the beast are within line of sight of each other. Through the link
components the beast can understand your telepathic messages to it
duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Ranger (XGE)
Ranger M;Concentration
S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
Ranger the healing increases by 1d8 for each slot level above 1st. ;Ranger