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Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10).

Sorcerer Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Sorceror (Divine Soul) Divination cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Sorcerer Evocation cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Sorceror (Divine Soul) Necromancy cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp 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 - You cause flames to flicker, brighten, or change colour - You cause harmless tremors in the ground - You create an instantaneous sound of your choosing, originating from a point within range - You instantaneously cause an unlocked door or window to fly open or slam shut - You alter the appearance of your eyes. If you cast this spell multiple times, you can have up to three of the effects active at a time, and you can dismiss each of the effects that are not instantaneous as an action.

Sorceror (Divine Soul) Transmutation cantrip

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV S M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature this spell ends.

Sorceror (Divine Soul) 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration1 minute

a pinch of find sand rose petals or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.

Sorcerer 1st level Enchantment

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

For the duration you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper the target must make a Wisdom saving throw. If it fails you gain insight into its reasoning (if any) its emotional state and something that looms large in its mind (such as something it worries over loves or hates). If it succeeds the spell ends. Either way the target knows that you are probing into its mind and unless you shift your attention to another creature's thoughts the creature can use its action on its turn to make an

Sorcerer 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

Intelligence check contested by your Intelligence check if it succeeds the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration you can search for thoughts within 30 feet of you. The spell can penetrate barriers but 2 feet of rock 2 inches of any metal other than lead or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way you can read its thoughts for the rest of the duration as described above even if you can't see it but it must still be within range.

Sorcerer 2nd level Divination

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Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV S
  • durationInstantaneous

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 3d10 fire damage on a failed save or half as much damage on a successful one.

Infernal Legacy 2nd level Evocation

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Sorceror (Divine Soul) 2nd level Enchantment

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