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Mana Ray

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You focus your internal magic to a point on your body before releasing it in a single ray. Make a ranged spell attack.

On a hit, the target takes 1d4 force damage. You can choose for it to instead deal acid, cold, fire, lightning, poison, or thunder damage when you learn this spell. Metamagic options used on this spell do not expend sorcery points. You may only cast either this spell or Mana Burst once per turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Sorcerer Evocation Cantrip

Divine Smite

  • casting time 1 Action
  • range chungus range

  • components V,S
  • duration Instantaneous

You channel your inner wrestling prowess to smite all those who oppose your path to glory. Your next Weapon Damage roll does an extra 3d8 + Strength Modifier on hit. The creature must also roll a DC 15 Athletics or Acrobatics check or be knocked prone .

At higher levels: When you cast this spell, you gain an additional 2d8 per Rage Consumed.

Cyclone 1th Level Fuck You

Mana Barrier (1/2)

  • casting time 1 reaction
  • range Touch

  • components V, S
  • duration 1 round

You quickly weave some of your own magic into a barrier around the target. The target gains temporary hit points equal to your spellcasting ability modifier, and is affected by half cover against effects targeting them until the start of your next turn. These temporary hitpoints fade at the start of your next turn.

On your next turn, you can use an Action to forcefully release the barrier. All creatures you choose within 10 feet of the target must make Dexterity saving throws. On a failure, they take 1d12 force damage. On a success, they take no
damage.

Sorcerer 1st-level Abjuration

Mana Barrier (2/2)

  • casting time 1 Reaction
  • range Touch

  • components V, S
  • duration 1 Round

If you have sorcery points, you can expend a number of them to increase the temporary hitpoints gained or the damage dealt. Each point expended adds either 1d4 to the
temporary hitpoints gained or 1d12 to the damage (you can split up the points however you want). You can only expend a number of points up to your proficiency bonus.
When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level of higher, this spell's temporary hitpoints increase by 1d4 and the damage increases by 1d12 for every spell slot above 1st.

Sorcerer 1st-level Abjuration

Mana Bolt (2/2)

  • casting time 1 Action
  • range 30ft

  • components V, S
  • duration Instantaenous

Poisonous: On a hit, the target must make a Constitution saving throw. On a failure, the target is poisoned until the start of your next turn.

Powerful: The damage of the bolt increases by 1d12. This option can be taken more than once.

Reaching: The range of this spell increases to 60ft.
Terrifying: On a hit, the target must make a Wisdom
saving throw. On a failure, the target is frightened of youuntil the start of your next turn.

Umbral: On a hit, magical darkness wreathes the target. The target is heavily obscured until the start of your next turn.

Sorcerer 2nd-level evocation

Mana Bolt (1/2)

  • casting time 1 action
  • range 30ft

  • components V, S
  • duration Instantaenous

You channel your inner magical power into the palms of your hands and then destructively discharge it. Choose a target that you can see within range and make a ranged spell attack. On a hit, the target takes 2d12 force damage. When you cast this spell, you can choose one modifier to apply to it, listed below.

Bouncing: On a hit, you can make an attack roll against another target within 10 feet of the original target. All effects of the original bolt apply on a hit, except that the damage is decreased by one damage die. On a hit Bouncing does not trigger again.

Bright: On a hit, the target and all creatures within 5 feet of it must make Constitution saving throws. On a failure, a creature is blinded until the start of your next turn. Poisonous: On a hit, the target must make a Constitution saving throw. On a failure, the target is poisoned until the start of your next turn.

Sorcerer 2nd-level evocation

Mana Ray

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You focus your internal magic to a point on your body before releasing it in a single ray. Make a ranged spell attack.

On a hit, the target takes 1d4 force damage. You can choose for it to instead deal acid, cold, fire, lightning, poison, or thunder damage when you learn this spell. Metamagic options used on this spell do not expend sorcery points. You may only cast either this spell or Mana Burst once per turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Sorcerer Evocation Cantrip

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