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Sorcerer

Sorcerer

Sorcerer

Sorcerer

Sorcerer

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Sorcerer

Sorcerer M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • 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. ;Sorcerer

Sorcerer 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 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

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Sorcerer (XGE)

Sorcerer provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Sorcerer
  • range

Sorcerer you gain advantage on your first attack roll against the target

0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder a sign of supernatural power within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker brighten dim or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range such as a rumble of thunder the cry of a raven or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times you can have up to three of its 1-minute effects active at a time and you can dismiss such an effect as an action. ;Tiefling
0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder a sign of supernatural power within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker brighten dim or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range such as a rumble of thunder the cry of a raven or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times you can have up to three of its 1-minute effects active at a time and you can dismiss such an effect as an action. ;Tiefling
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V S;Instantaneous;You point your finger and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 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 2nd level or higher the damage increases by 1d10 for each slot level above 1st. ;Tiefling
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V S;Instantaneous;You point your finger and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 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 2nd level or higher the damage increases by 1d10 for each slot level above 1st. ;Tiefling
2;Darkness;2nd level Evocation;1 action;60 feet;V M;Concentration up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object such as a bowl or a helm blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower the spell that created the light is dispelled. ;Tiefling
2;Darkness;2nd level Evocation;1 action;60 feet;V M;Concentration up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object such as a bowl or a helm blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower the spell that created the light is dispelled. ;Tiefling
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V S M;Concentration up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours. ;Fey Touched
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V S M;Concentration up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours. ;Fey Touched
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.;Fey Touched 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.;Fey Touched
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous 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
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous 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
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration

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

Sorcerer the healing increases by 1d8 for each slot level above 1st. ;Sorcerer (Divine Soul)

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Sorcerer the spell creates one more dart for each slot above 1st. ;Sorcerer

which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll

  • casting time or a saving throw;60 feet;V; 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
  • range ability check

  • components or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.;Sorcerer
  • duration

Sorcerer an ability check

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Sorcerer

Sorcerer you have a +5 bonus to AC

1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Silvery Barbs;1st level Enchantment;1 reaction 1;Silvery Barbs;1st level Enchantment;1 reaction
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V