Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Acid Stream

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

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

a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spells duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d4 for each slot level above 1st.

Sorcerer,, 1st Level Evocation

Distort Value

  • casting time1 minute
  • rangeTouch

  • componentsV
  • duration8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels: When you cast this spell using a higher spell slot,you increase the size of the object by 1 foot per spell slot over 1st.

Sorcerer, 1st Level Illusion

Id Insinuation

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range,impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage,and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Sorcerer,, 1st Level Enchantment

Silvery Barbs

  • casting time1 reaction
  • range60 feet

  • componentsV
  • durationInstantaneous

The 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.

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, 1st Level Enchantment

Sudden Awakening

  • casting time1 bonus action
  • range10 feet

  • componentsV
  • durationInstantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Sorcerer,, 1st Level Enchantment

Air Bubble

  • casting time1 action
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head,the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation,assuming that all its heads share the same respiratory system).

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can create two additional globes of fresh air for each slot level above 2nd.

Sorcerer 2nd Level Conjuration

Icingdeath's Frost

  • casting time1 action
  • rangeSelf (15-foot-cone)

  • componentsS, M
  • durationInstantaneous

a vial of meltwater

A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save,a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save,a creature takes half as much damage with no additional effects.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,increase the cold damage by 1d8 for each slot level above 2nd.

Sorcerer,, 2nd Level Evocation

Mental Barrier

  • casting time1 reaction
  • rangeSelf

  • componentsV
  • duration1 round

The reaction,which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw.

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn,you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Sorcerer, 2nd Level abjuration

Mind Thrust

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • duration1 round

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save,the target takes 3d6 psychic damage, and it cannot take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

Sorcerer, 2nd Level Enchantment

1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2
2 2

Spray of Cards

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a deck of cards

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save,a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save,a creature takes half as much damage only.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d10 for each slot level above 2nd.

Sorcerer, 2nd Level Conjuration

Thought Shield

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the targets mind cannot be read or detected, creatures cannot telepathically communicate with the target unless the target allows it,and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Sorcerer 2nd Level Abjuration

Vortex Warp

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

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 2nd Level Conjuration

Warp Sense

  • casting time1 action
  • rangeSelf

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

a razorvine leaf

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way,you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check,you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.

The spell can penetrate most barriers but is blocked by 1 foot of stone,1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Sorcerer 2nd Level Divination

Wither and Bloom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw,taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Sorcerer, 2nd Level Necromancy

Antagonize

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a playing card depicting a rogue

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target cannot make this attack (for example, because there is no one within its reach or because its reaction is unavailable),the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save,the target takes half as much damage only.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d4 for each slot level above 3rd.

Sorcerer 3rd Level Enchantment

Conjure Lesser Demon

  • casting time1 action
  • range60 feet

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

a vial of blood from an intelligent humanoid killed within the past 24 hours

You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures. Roll initiative for the summoned demons as a group,which has its own turns. The demons attack the nearest non-demons to the best of their ability.

As part of casting the spell,you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.

At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level,you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.

Sorcerer 3rd Level Conjuration

Flame Stride

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving does not provoke opportunity attacks. When you move within 5 feet of a creature or object that is not being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.

Sorcerer,, 3rd Level Transmutation

Freedom of the Waves

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a strand of wet hair

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave,a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

If you are within the spells area,as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spells area.

Sorcerer,, 3rd Level Conjuration

2 2
2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3

Incite Greed

  • casting time1 action
  • range30 feet

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

a gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends,or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns,an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Sorcerer, 3rd Level Enchantment

Psionic Blast

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

  • componentsV
  • durationInstantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save,a target takes half as much damage and is not pushed or knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.

Sorcerer 3rd Level Evocation

Conjure Barlgura

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationUp to 10 minutes

You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.

The barlgura is hostile to all non-demons. Roll initiative for the barlgura,which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies,the barlgura moves in a random direction in search of foes.

As part of casting the spell,you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.

Sorcerer,, 4th Level Conjuration

Conjure Shadow Demon [1/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from an intelligent humanoid killed within the past 24 hours

You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the shadow demon,which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met,the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.

Sorcerer, 4th Level Conjuration

Conjure Shadow Demon [2/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from an intelligent humanoid killed within the past 24 hours

As part of casting the spell you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.

Sorcerer 4th Level Conjuration

Ego Whip

  • casting time1 action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls,ability checks, and saving throws, and it cannot cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Sorcerer, 4th Level Enchantment

Gate Seal

  • casting time1 minute
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a broken portal key, which the spell consumes

You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area,portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the spell lasts until dispelled.

Sorcerer,, 4th Level Abjuration

Freedom of the Winds

  • casting time1 action
  • rangeSelf

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

a scrap of sailcloth

Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally,you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.

When you are targeted by a spell or attack while this spell is in effect,you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack,you are unaffected by it. This spell then ends when you reappear.

Sorcerer 5th Level Abjuration

Otherworldly Form [1/2]

  • casting time1 action
  • rangeSelf

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

an object engraved with a symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation,you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).

You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).

Spectral wings appear on your back,giving you a flying speed of 40 feet.

You have a +2 bonus to AC.

Sorcerer, 6th Level Transmutation

3 3
3 3
4 4
4 4
4 4
4 4
4 4
5 5
6 6

Otherworldly Form [2/2]

  • casting time1 action
  • rangeSelf

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

an object engraved with a symbol of the Outer Planes, worth at least 500 gp

All your weapon attacks are magical, and when you make a weapon attack,you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can attack twice, instead of once,when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Sorcerer, 6th Level Transmutation

Psychic Crush

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

You overload the mind of one creature you can see within range,filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save,the target takes half as much damage and is not stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

Sorcerer 6th Level Enchantment

6 6
6 6