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Blazing Starfall

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 radiant damage if it fails. Until the start of your next turn, the area of the cube is lightly obscured, and the next time a creature leaves the area, it takes 1d4 fire damage and the spell ends.
When you reach 5th level, the radiant damage and fire damage both increase to 2d4. Both damage rolls increase to 3d4 at 11th level, and 4d4 at 17th level.

Sorcerer Conjuration cantrip

Challenger's Mark

  • casting time1 action
  • range5 feet

  • componentsV, S
  • duration1 round

You bellow out a magical challenge that your opponent finds difficult to ignore. When casting spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from or makes an attack that suffers disadvantage from this spell it immediately takes 1d8 psychic damage.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8. Both damage rolls increase by 1d8 ad 11th level and 17 level.

Sorcerer Enchantment cantrip

Blood Wind

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • duration1 round

You choose one friendly creature within range as the spell’s target. Until the end of the creature's next turn, any melee attack it makes with an unarmed strike or a natural weapon (such as a claw, bite, or tail) carries the force of the wind, giving that attack a reach of 20 feet.

Sorcerer 1st level evocation

Elemental Blade [1/3]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a plum blossom

When you cast this spell, a blade of elemental energy appears in the hand of a willing creature you touch. You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. The elemental blade is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but until the spell ends, you can evoke it for the creature again as a bonus action.
The wielder can use its action to create one of two effects:
-The wielder can make a melee attack with the blade, rolling the attack as if it were attacking with a regular shortsword. On a hit the target takes 5d4 damage of the type chosen when this spell was first cast. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack).
-The wielder can unleash energy on a single target within 30 feet. The wielder’s chosen target makes a

Sorcerer 2nd level evocation

Elemental Blade [2/3]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a plum blossom

Dexterity saving throw against your spellcasting DC. The target takes 4d4 damage of the type chosen when this spell was cast if it fails, or half as much damage on a success.
The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows:
-Acid. The creature cannot take reactions until the beginning of the wielder’s next turn.
-Cold. The creature’s speed is reduced by half until the end of its next turn.
-Fire. The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect.
-Lightning. The creature takes an extra 1d4 lightning damage if it is wearing metal armor.
-Poison. The creature is poisoned until the end of its next turn.
At Higher Levels: When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each

Sorcerer 2nd level evocation

Elemental Blade [3/3]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a plum blossom

slot level above 2nd.

Sorcerer 2nd level evocation

Blade of Pain and Fear

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

A three-foot tear in reality, filled with gnashing teeth and writhing tongues, extends from your hand like the blade of a sword. As part of the action of casting this spell, and as an action on each of your turns for the duration, you can make a melee spell attack. If you hit, the target takes damage equal to 2d8 + your spellcasting ability modifier, and it must make a Wisdom saving throw. If it fails, it becomes frightened of the blade and the one wielding it until the spell ends.
The blade is not a real weapon, and you cannot drop it. It extends from your hand until the spell ends.

Sorcerer 3rd level evocation

Predatory Shards

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a ranged weapon

On impact, your rune-inscribed projectile creates a cloud of magical shards hostile to your enemies. As part of the action used to cast this spell, you must make a ranged weapon attack, otherwise the spell ends. If the attack hits, the target takes an additional 2d10 piercing damage. Hit or miss, the area around the target is then filled with magical shards. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 5d6 force damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd.

Sorcerer 3rd level transmutation

Shield of Warding

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationUp to 1 minute

You touch a shield and imbue it with protective magic. The shield grants its bearer a +2 bonus to Armor Class and Dexterity saving throws for the spell’s duration.

Sorcerer 3rd level abjuration

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Blistering Radiance

  • casting time1 action
  • range300 feet (50-foot radius)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

some tinder and a small lens

You create a tiny ball of light that streaks out from your hand to a point you choose within range. It bursts into a 50-foot radius sphere, a blistering hot corona that hovers in place for the duration.
A creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage from the searing heat. In addition, if the creature saw the initial blast, it is blinded until the end of its next turn. On a successful save, a creature only takes half the fire damage, and isn't blinded.
For the duration, any creature that starts its turn within the corona must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 for each slot level above 4th.

Sorcerer 4th level enchantment

Dragon Breath* [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Choose a type of metallic or chromatic dragon when casting this spell. For the duration, you can use an action to emulate the chosen dragon’s breath weapon.
Once your breath weapon attack has been used, it must be recharged before it can be used again. At the beginning of each of your turns thereafter, roll a d6. If the result is a 5 or 6, the breath weapon recharges.
As shown below, a creature can make a saving throw against your breath weapon, with the type of save varying by dragon type. Creatures who succeed take half damage. Each breath weapon deals 4d6 damage of the type shown in the table on the other card
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage from your breath weapon increases by 1d6 for each slot level above 4th.

Sorcerer 4th level evocation

Dragon Breath* [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

DragonDamageEffect
BlackAcid5 by 30-ft line (Dex. save)
BlueLightning5 by 30-ft line (Dex. save)
BrassFire5 by 30-ft line (Dex. save)
BronzeLightning5 by 30-ft line (Dex. save)
CopperAcid5 by 30-ft line (Dex. save)
GoldFire15-foot cone (Dex. save)
GreenPoison15-foot cone (Dex. save)
RedFire15-foot cone (Dex. save)
SilverCold15-foot cone (Dex. save)
WhiteCold15-foot cone (Dex. save)

Sorcerer 4th level evocation

Wrack

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Your victim must make a Constitution saving throw. On a failed save, the creature collapses in pain. Boils and blisters appear all over its skin and then pop, covering it with vile fluids as its eyes fill with blood, causing the victim to be paralyzed and blinded until the spell ends.
The victim can attempt a Constitution saving throw at the end of each of its turns. If it succeeds, the spell ends. Even after the spell ends, the victim has disadvantage on attack rolls and ability checks until it finishes a short or long rest.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases to concentration, up to 1 hour for a 6th or 7th level spell slot, or concentration, up to 1 day for an 8th level or higher spell slot.

Sorcerer 4th level necromancy

Earth Reaver

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a pyramid-shaped carving of obsidian

With one stern, commanding word, you gesture to a point on the ground within range, and the indicated spot erupts in a shower of rock, dirt, and fire. Each creature in a 20-foot radius sphere centered on that point takes 5d6 fire damage and must make a Dexterity saving throw. A target that fails the saving throw is knocked prone and takes additional bludgeoning damage equal to the fire damage. The fire also ignites flammable objects in the area that aren't being worn or carried.
After the spell ends, the area of the spell becomes difficult terrain until it is cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Earth-based or fire-based elemental creatures do not take damage from this spell.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each level above 4th.

Sorcerer 5th level transmutation

Stone Body

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small piece of stone from a stone golem

For the duration, your body is turned into living stone. You gain resistance to physical damage from any source besides adamantine. You are immune to poison damage, disease, and drowning, and to the following conditions: blinded, deafened, poisoned, or stunned.
In addition, critical hits against you do not inflict double damage, and you gain advantage on all d20 rolls that include your Strength modifier. However, you also suffer disadvantage on all d20 rolls that include your Dexterity modifier. Your speed is cut in half, and you weigh three times more than normal.

Sorcerer 5th level transmutation

Radiant Assault

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationInstantaneous

You cause a blast of radiant energy in a 20-foot radius centered on a point within range. Any creature caught in the blast takes 12d6 radiant damage, or half as much on a successful Dexterity saving throw.
In addition, a creature caught in the blast must make a Constitution saving throw or be stunned until the end of its next turn.
Blinded or sightless creatures are not affected by this spell.
At Higher Levels:When you cast this spell using a spell slot of 8th level or higher, the amount of radiant damage increases by 1d6 for each slot level above 7th.

Sorcerer 7th level evocation

Stone Shape, Greater

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a miniature cloak

This spell functions like stone shape, but you may shape a stone object of Huge size or smaller. The stone object you touch can be up to 15 feet in any dimension. You can also mold intricate detail into your creation, such as a stone set of double doors carved with intricate designs and up to four hinges.

Sorcerer 7th level transmutation

Brand of Fire

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

Your solemn curse causes fire to leap at your enemies to brand them. Choose up to three creatures within range that you can see. Each creature must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on success. If a creature that failed its saving throw is hit by an attack roll before the end of your next turn, it takes 20 additional fire damage.
At Higher Levels:If you use a 9th-level spell slot to cast this spell, the fire damage increases to 10d6, the range increases to 150 feet, and you choose up to 5 creatures.

Sorcerer 8th level necromancy

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Brilliant Aura

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • durationConcentration, up to 1 minute

When you cast this spell, the weapons of all creatures of your choice within range glow with radiant energy for the duration. An affected weapon sheds dim light in a 10-foot radius, deals radiant damage instead of its normal damage type, and ignores non-living material, causing attacks with the affected weapon against creatures wearing armor or using shields to be made with advantage.
In addition, undead creatures are considered vulnerable to the damage caused by a weapon affected by this spell. Constructs, however, gain resistance to the damage of these weapons.

Sorcerer 8th level transmutation

Death Spider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

a small live spider, a drop of stomach acid, and a tooth

You touch a creature, and it must immediately make a Wisdom saving throw. On a failed save, one of its limbs turns into a mindless, hairy spider. On the target's next turn, the spider twists around and starts to devour its host. The target then takes 1d6 piercing damage at the start of each of its turns.
Dispel magic can only halt the spell and save the limb if it is cast before the end of your next turn after death spider is cast. Otherwise, the spider limb must be hacked off (15 AC, 40 hp, vulnerable to slashing damage), which kills the spider. If the spider is not stopped, it will continue to inflict damage on its host, consuming it when it reaches 0 hp, and then growing into a giant spider over the next 24 hours.

Sorcerer 8th level transmutation

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