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Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, 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 (PHB) 2nd level Transmutation

Haste

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Concentration, 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 (PHB) 3rd level Transmutation

Thunderstep

  • casting time 1 action
  • range 90 ft

  • components V
  • duration Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Sorcerer (XGE) 3rd level Transmutation

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Sorcerer (PHB) 3rd level Abjuration

Minor Illusion

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 1 Minute

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 unabated 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 the creature.

Sorcerer (PHB) Illusion Cantrip

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

- Your walking speed increases by 10 feet.

- You don't provoke opportunity attacks.

- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Sorcerer (SCoC) 2nd level Transmutation

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Sorcerer (SCoC) 2nd level Conjuration

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Sorcerer (PHB) 2nd level Conjuration

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 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 (PHB) Evocation Cantrip

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Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Sorcerer (PHB) Transmutation Cantrip

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer (PHB) Evocation Cantrip

Spark Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a spark of electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lighting damage.

At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Sorcerer Evocation Cantrip

Gift of Alactrity

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

You touch a willing creature.

For the duration, the target can add 1d8 to its initiative rolls.

Wizard (EGtW) 1st level Divination (Dunamancy)

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard (EGtW) 1st level Transmutation (Dunamancy)

Absorb Elements

  • casting time 1 reaction which you take when you take acid cold fire lightning or thunder damage
  • range Self

  • components S
  • duration 1 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

Silvery Barbs

  • casting time 1 reaction which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • range 60 feet

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Sorcerer (SCoC) 1st level Enchantment

Shield

  • casting time 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • range Self

  • components V, S
  • duration 1 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 (PHB) 1st level Abjuration

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