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 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
Ranger 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
Ranger but at minimum
M; 8 hours; You create a circle with a 5-foot radius on the ground or the floor which becomes a trap. This trap is nearly invisible
casting time leaving it hanging upside down 3 feet above the ground. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns
range ending the effect on itself on a success.; Ranger;
Ranger requiring a successful Investigation check against your spell save DC to be discerned.
The trap triggers when a creature moves onto the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air