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!
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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)
Druid 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
up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends
casting time 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
range the vines shrivel away. While restrained by this spell
components 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
duration 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
Druid a writhing mass of thorny vines appears at the point of impact
S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence
casting time beasts can give you information about nearby locations and monsters
range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you
components at the DM's discretion.;Ranger
duration
Druid but at minimum
up to 1 minute;Each object in a 20-foot cube within range is outlined in blue
casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
range objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it
components and the affected creature or object can't benefit from being invisible. ;Ranger (Swarmkeeper)
duration
Druid green
S;Concentration
casting time these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
range it frees itself. When the spell ends
components the conjured plants wilt away. ;Ranger (TCE)
duration
Druid up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration
up to 1 hour;You touch a willing beast. For the duration of the spell
casting time and continue to do so until you use your action to return to your normal senses.;Ranger
range
Druid you can use your action to see through the beast's eyes and hear what it hears
S
casting time up to 10 minutes;(seven sharp thorns or seven small twigs
range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area
components it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Ranger
duration
Druid M;Concentration
S
casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor
components wall
duration or ceiling
the conjured web collapses on itself
Druid M;Concentration
S;Concentration
casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
range 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
components you can move the spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
duration the healing increases by 1d6 for each slot level above 2nd.;Ranger (XGE)
Druid 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