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Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Sorcerer (XGE) Conjuration cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10).

Sorcerer Evocation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.

Sorcerer Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 minute

A spectral 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 open an unlocked door or container stow or retrieve an item from an open container 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 activate magical items or carry more than 10 pounds.

Sorcerer Conjuration cantrip

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS M
  • duration1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound its volume can range from a whisper to a scream. It can be your voice someone else's voice a lion's roar a beating of drums or any other sound you choose. The sound continues throughout the duration or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair muddy footprints or a small chest - it must be no larger than a 5-foot cube. The image can't create sound light smell or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.
If a creature uses its action to examine the sound or image the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes faint to

Sorcerer Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS M
  • duration1 minute

A bit of fleece

the creature.

Sorcerer Illusion cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous harmless sensory effect such as a shower of sparks a puff of wind faint musical notes or an odd odor.
• You instantaneously light or snuff out a candle a torch or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill warm or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color a small mark or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times you can have up to three of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.

Sorcerer Transmutation cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple timesyou can have no more than two of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.

Sorcerer (XGE) Transmutation cantrip

Absorb Elements

  • casting time1 reaction which you take when you take acid cold fire lightning or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy 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 the target takes an extra 1d6 damage of the triggering type and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the extra damage increases by 1d6 for each slot level above 1st.

Sorcerer (XGE) 1st level Abjuration

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Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it. You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
Approach: The target moves toward you by the shortest and most direct route ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can affect one additional creature for each slot level above 1st. The

Sorcerer (Brass) 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

creatures must be within 30 feet of each other when you target them.

Sorcerer (Brass) 1st level Enchantment

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from magic missile.

Sorcerer 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration1 minute

a pinch of fine sand

rose petals or a cricket)This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.

Sorcerer (Brass) 1st level Enchantment

Dragon's Breath

  • casting time1 bonus action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 minute

a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth provided it has one. Choose acid cold fire lightning or poison. Until the spell ends the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Sorcerer (XGE) 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.

Sorcerer (Brass) 2nd level Transmutation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.

Sorcerer 2nd level Illusion

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself throw itself onto a spear immolate itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, a knight gives her warhorse to the first beggar she meets. If the condition isn't met before the spell expires the activity isn't performed. If you or any of your

Sorcerer 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

companions damage the target the spell ends.

Sorcerer 2nd level Enchantment

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Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself throw itself onto a spear immolate itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, a knight gives her warhorse to the first beggar she meets. If the condition isn't met before the spell expires the activity isn't performed. If you or any of your

Sorcerer 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

companions damage the target the spell ends.

Sorcerer 2nd level Enchantment

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower its spell fails and has no effect. If it is casting a spell of 4th level or higher make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Sorcerer 3rd level Abjuration

Fear

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

  • componentsV S M
  • durationConcentration up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell a creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you the creature can make a Wisdom saving throw. On a successful save the spell ends for that creature.

Sorcerer (Brass) 3rd level Illusion

Fireball

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

Sorcerer 3rd level Evocation

Haste

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends the target's speed is doubled it gains a +2 bonus to AC it has advantage on Dexterity saving throws and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) Dash Disengage Hide or Use an Object action.
When the spell ends the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.

Sorcerer 3rd level Transmutation

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long 15 feet high and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog smoke and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose lightweight materials brought into the wall fly upward. Arrows bolts and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines and similar projectiles are unaffected.) Creatures in gaseous form can't pass through it.

Sorcerer (Brass) 3rd level Evocation

Banishment

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

an item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on you banish the target to a harmless demiplane. While there the target is incapacitated. The target remains there until the spell ends at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on the target is banished with a faint popping noise returning to its home plane. If the spell ends before 1 minute has passed the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th.

Sorcerer 4th level Abjuration

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw and it does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Sorcerer (Brass) (XGE) 4th level Enchantment

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Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV S
  • durationConcentration up to 1 minute

Choose one creature you can see within range and choose one of the following damage types - acid cold fire lightning or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type the target takes an extra 2d6 damage of that type. Moreover the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Sorcerer (Brass)(XGE) 4th level Transmutation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long 20 feet high and 1 foot think or a ringed wall up to 20 feet in diameter 20 feet high and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears each creature within its area must make a Dexterity saving throw. On a failed save a creature takes 5d8 fire damage or half as much damage on a successful save.
One side of the wall selected by you when you cast this spell deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 4th.

Sorcerer 4th level Evocation

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