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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 spell 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 moves into the bonfire's space for the first time on a turn or ends its turn there.
At Higher Levels: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer Evocation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature within range. The target must succeed on a Constitution saving throw or take 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer Evocation cantrip

Lightning Lure

  • casting time1 action
  • rangeSelf (15 feet)

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer Evocation cantrip

Thunderclap

  • casting time1 action
  • rangeSelf (5 feet)

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw or take 1d6 thunder damage.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer Evocation cantrip

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS, M (a drop of water or a piece of ice)
  • durationInstantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Sorcerer 1st-level Conjuration

Aganazzar’s Scorcher

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a red dragon's scale)
  • durationInstantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Sorcerer 2nd-level Evocation

Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV, S, M (a pinch of dust)
  • durationConcentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.

Sorcerer 2nd-level Conjuration

Earthbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration.

Sorcerer 2nd-level Transmutation

Maximilian’s Earthen Grasp

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a miniature hand sculpted from clay)
  • durationConcentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

Sorcerer 2nd-level Transmutation

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Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks cause creatures within 10 feet to make a Constitution save or be blinded. Smoke creates a heavily obscured area.

Sorcerer 2nd-level Transmutation

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV, S, M (a piece of obsidian)
  • durationInstantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.

Sorcerer 3rd-level Transmutation

Melf’s Minute Meteors

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (niter, sulfur, and pine tar formed into a bead)
  • durationConcentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet. Each meteor explodes on impact. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.

Sorcerer 3rd-level Evocation

Vitriolic Sphere

  • casting time1 action
  • range150 feet

  • componentsV, S, M (a drop of giant slug bile)
  • durationInstantaneous

You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes an additional 5d4 acid damage at the end of its next turn.

Sorcerer 4th-level Evocation

Careful Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

You can spend 1 sorcery point to allow up to 2 creatures to automatically succeed on the saving throw of a spell you cast.

Sorcerer Sorcerer Metamagic

Distant Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).

Sorcerer Sorcerer Metamagic

Empowered Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you roll damage for a spell, you can spend 1 sorcery point to reroll up to 3 of the dice. You must use the new rolls and you can use this option even if you've already used another Metamagic option.

Sorcerer Sorcerer Metamagic

Extended Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Sorcerer Sorcerer Metamagic

Careful Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Sorcerer Sorcerer Metamagic

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Quickened Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Sorcerer Sorcerer Metamagic

Subtle Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.

Sorcerer Sorcerer Metamagic

Twinned Spell

  • casting time1 sorcery point
  • rangeSelf

  • components
  • durationInstantaneous

You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.

Sorcerer Sorcerer Metamagic

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