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)
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
up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends
casting time 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
range 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
components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ;Ranger
duration
Ranger this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack
up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends
casting time 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
range 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
components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger
Ranger you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack
S
casting time 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
range 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
components you can designate any creatures you choose
duration 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
Ranger M;8 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
S
casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
range masking you and your companions from detection. For the duration
components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Ranger