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Speak with Animals

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Sorcerer Divination

Ice Knife

  • casting time 1 Action
  • range 60 ft. / 18 m (5 ft. O)

  • components S, M
  • duration Instantaneous

a drop of water or a piece of ice

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.

Sorcerer Conjuration

Minor Illusion

  • casting time 1 Action
  • range 30 ft. / 9 m (5 ft.□)

  • components S, M
  • duration 1 Minute

a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

Sound. If you create a sound, its volume can range from a whisper to a scream.The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect.

Sorcerer Illusion

Mage Hand

  • casting time 1 Action
  • range 30 ft. / 9 m

  • components V, S
  • duration 1 Minute

(a copper wire) A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

Sorcerer Conjuration

Message

  • casting time 1 Action
  • range 120 ft. / 36 m

  • components S, M
  • duration 1 Round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Sorcerer Transmutation

Sleep

  • casting time 1 Action
  • range 60 ft./18 m(5 ft. O)

  • components V, S, M
  • duration 1 Minute

a pinch of sand or rose petals

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a WIS save or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Sorcerer Enchantment

Shocking Grasp

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

Sorcerer Evocation

Chill Touch

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Sorcerer Necromancy

Magic Missile

  • casting time 1 Action
  • range 120 ft. / 36 m

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Sorcerer Evocation

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