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Air Blade

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause air solidify into a small blade to glide with a small push of wind behind it at a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 slash damage, and it has disadvantage on the next weapon attack roll it makes before the end of its turn.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Storm Sorcerer (Homebrew) Evocation cantrip

Amanuensis

  • casting time1 action
  • range30 feet

  • componentsV, S, M (one weapon or fifty projectiles)
  • durationConcentration, up to 10 minutes

You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.

Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.

You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.

Sorcerer (EGM) Transmutation cantrip

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Sorcerer Abjuration cantrip

Blue-Buzzing Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • durationInstantaneous

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause blue electricity to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.

At Higher Levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Storm Sorcerer (Homebrew) Evocation cantrip

Booming Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • duration1 round

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Sorcerer (TCE) Evocation cantrip

Challenger’s Mark

  • casting time1 action
  • range5 feet

  • componentsV, S
  • duration1 round

You bellow out a magical challenge that your opponent finds difficult to ignore. When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8.

At Higher Levels: Both damage rolls increase by 1d8 at 11th level and 17th level.

Sorcerer (EGM) Enchantment cantrip

Control Lightning Minor

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or concentration lasts (see below)

You choose nonmagical lightning or electricity that you can see within range and that fits within a 5-foot area. You affect it in one of the following ways:

• You instantaneously expand the lightning or electricity 5 feet in one direction, provided that electrical grounding is present in the new location.

• You instantaneously discharge the lightning into the grounded item.

• You can double or halve the area of bright light and dim light cast by the lightning, change its color, or both. The change lasts for 1 hour.

• You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear shaped from the lightning. The shape lasts for as long as you concentrate.

Storm Sorcerer (Homebrew) Transmutation cantrip

Control Water Minor

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration, up to 1 minute

You choose nonmagical water that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

• Over 1 minute you expand the pool of water by 5 feet.

• You can double or halve the area of water and change it's shape, its color, or both . The change lasts for 1 hour.

• You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear shaped from the water. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Storm Sorcerer (Homebrew) Transmutation cantrip

Control Winds/Air Minor

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or concentration lasts (see below)

You choose nonmagical air or wind that you can't see but it is within range and that fits within a 5-foot cube. You affect it in one of the following ways:

• You push the Wind 5 feet in one direction, provided that a breeze is present in the new location.

• You can instantaneously extinguish the winds within the cube.

• You double or halve the air in the area by the wind, change its movement, and direction or both. The change lasts for 5 minutes.

• You cause simple shapes - such as the hardened shape of air blades, hear what the winds bring to your ears to hear what is happening around you and in your location.

If you cast this spell multiple times, you can have up to three different wind and air effects created by it active at a time, and you can dismiss such an effect as an action.

Sorcerer (XGE) Transmutation cantrip

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Create Item

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

From thought you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds.

If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object may simulate the effects of a tool which requires proficiency, but it can only be used to make one ability check, for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or examines it closely can tell it is not real.

When the spell ends, the item disappears

Sorcerer (EGM) Conjuration cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Sorcerer Evocation cantrip

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Whispering to the spirits of nature, you create one of the following effects within range.

• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

• You instantly light or snuff out a candle, a torch, or a small campfire.

Druid Transmutation cantrip

Echoing Blow

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 round

As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away. In addition, until the start of your next turn, the next time the target you hit with this cantrip makes a Constitution saving throw to maintain concentration (such as against damage from this spell), it does so with disadvantage.

This spell's damage increases when you reach higher levels.

At Higher Levels: At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the damage the target suffers if it is concentrating on a spell increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Sorcerer (EGM) Abjuration cantrip

Electric Arc

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You shoot a jolt of lightning at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes 1d8 primary lightning damage and an arc of lightning jumps from the target to another creature within 15 feet, using the same attack roll, dealing 1d4 secondary lightning damage on hit.

At Higher Levels: This spell’s damage increases by 1d8 primary and 1d4 secondary damage when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).

Sorcerer (KCC) Evocation cantrip

Elemental Hawk

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 round

You conjure a minor spirit in the form of an elemental hawk, which makes a swooping attack against your foe and then circles above it for a moment to attack again if your foe's defenses falter. While casting this spell, you must decide on the element type (air/wind, earth, fire, lightning, thunder, and water) of the minor spirit you want to inhabit the hawk form.



Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d8 elemental damage (air/wind, earth, fire, lightning, thunder, and water) and has the elemental hawk looming above until the start of your next turn.



If the target provokes an opportunity attack before then (whether such an attack is actually made or not), it immediately takes 1d8 elemental damage (air/wind, earth, fire, lightning, thunder, and water) and the spell ends.



At Higher Levels:At 5th level, the ranged spell attack deals an extra 1d8 elemental damage to the target, and the damage the target takes for provoking an opportunity attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Storm Sorcerer (Homebrew) Evocation cantrip

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