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Name

  • casting timeCast Time
  • rangeRange

  • componentsComponents
  • durationDuration

Description

Sorcerer Type

Ice Field

  • casting time1 Bonus action
  • range30 feet radius

  • componentsV
  • durationInstantaneous

As a Bonus action, you can freeze over the surface you are standing on within a 20-foot (81 cases) radius of yourself. A creature starting its turn in the surface takes 1d10 cold damage. This frozen surface counts as difficult terrain for other creatures.

Sorcerer Tess ability

Ice Rose Garden

  • casting time1 action
  • range(CHA+(lvl/2))x5 (9 cases de radius)

  • componentsV
  • durationInstantaneous

'Use 5 sorcery points to activate. At the start of an enemy turn, they take (lvl)d10 of cold damage. When your opponent casts a spell or attacks, you can use 1 sorcery point to negate. The frostbite points are multiplied by 2. All attacks in this zone have an advantage. The domain acts as a barrier preventing enemies from leaving, but won''t stop anyone from entering. If a domain is already active and another user tries to activate their own, they must make a contested WIS check, with the loser’s domain breaking.'

Sorcerer Tess ability

Frostbite

  • casting timePassive
  • rangeNaN

  • componentsNaN
  • durationPassive

'Each time you hit a creature with cold damage, add 1 Frostbite counter on it. If it reaches 6, the creature gets the “frostbite” effect. A Frostbitten creature remains Frostbitten for 10 minutes. A Frostbitten creature takes (sorcerer lvl)d6 cold damage whenever they would move any number of feet or cast a spell that requires the Somatic (S) component. A Frostbitten creature''s speed is reduced to 5 feet and they cannot gain bonuses to speed for the duration. A Frostbitten creature takes a -5 penalty to Dexterity saving throws, ability checks, and skill checks.'

Sorcerer Tess ability

Gaap

  • casting timeNaN
  • rangeSelf

  • componentsV
  • durationPassive

Tess manifests her inner self into reality through Gaap, the demon. He takes the shape of an owl. His demonic traits can appear when in combat or if emotions take over.

Sorcerer Gaap ability

Cold Stand

  • casting timePassive
  • range15 feet

  • componentsNaN
  • durationPassive

'Gaap can move up to 15 feet from Tess. His turn comes before Tess''s turn.'

Sorcerer Gaap ability

Scarcity

  • casting timePassive
  • rangeSelf

  • componentsNaN
  • durationPassive

'If Tess doesn''t have spell slots left, her attack cantrips deal an additional 1d8 cold damage.'

Sorcerer Gaap ability

Frostfang

  • casting timePassive
  • rangeSelf (Tess)

  • componentsV
  • durationPassive

If Tess would make a melee attack using STR or DEX, she can add 1d4 to the attack roll. Also, until the end of her current turn, she gains 1d6 temporary HP.

Sorcerer Gaap ability

Awakening of Frost

  • casting time1 action
  • rangeSelf (Tess)

  • componentsV
  • durationConcentration, up to 2 turns

For the duration of the spell, Tess channels Gaap’s magic, enhancing her spells with increasing potency the closer she is to her target. Her spells deal an additional 1d4 cold damage for each step between her and the enemy, up to a maximum of 4d4—1d4 at four steps away, 2d4 at three steps, 3d4 at two steps, and 4d4 in melee range. If Tess takes down an enemy during the spell, its duration is extended by 1 turn.

Sorcerer Gaap ability

Level Level
ability ability
ability ability
ability ability
gaap ability gaap ability
gaap ability gaap ability
gaap ability gaap ability
gaap ability gaap ability
gaap ability gaap ability

Mark of Frost

  • casting time1 action or 1 reaction
  • range40 feet

  • componentsS
  • durationInstantaneous

Gaap can teleport Tess to any solid or liquid water point he can see at a maximum of 40 feet.

Sorcerer Gaap ability

Dreadful Feast

  • casting time1 action
  • rangeSelf (25-feet radius)

  • componentsS
  • durationInstantaneous

Gaap feasts on a corpse 5ft from him, giving back 1d6+4 HP to Tess. Each creature that sees it within 25ft (except allies) must succeed on a DC15 saving throw or be frightened. A creature that has already suffered this effect is immune to it for the next 24 hours.

Sorcerer Gaap ability

Ice Prison

  • casting time1 action
  • range60 feet

  • componentsS, V
  • durationInstantaneous

Select one target creature in range. The target must succeed on a Dexterity saving throw or be frozen for the duration of the spell and gain 3 levels of Chilled. A frozen creature is deafened but can see normally. The ice trapping the creature has an AC equal to your CHA modifier and 10 Hit points. If its hit points are reduced to 0, the spell ends. Any excess damage is dealt to the creature. It can make a Strength saving throw to break out of the ice at the end of its turns.

Sorcerer 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. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Sorcerer cantrip

Mold Ice

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour

You choose a portion of ice or snow that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose ice or snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesnt have enough force to cause damage. You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the ice or snow you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ice to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Sorcerer cantrip

Chromatic Orb

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a diamond worth at least 50 gp)
  • durationInstantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

Sorcerer level 1

Ice Shard

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

You conjure ice into the shape of a weapon in your free hand. The weapon can measure up to 1 foot. You can use an action to make a melee attack with the weapon. On a hit, the target takes 2d10 + 2 cold damage. If you let go of the spell, the blade turns into a poof of snow.

Sorcerer level 1

Ice Wall

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

  • componentsS
  • durationConcentration

You quickly materialize a dome of ice protecting yourself and creatures within 5 feet of you. The dome of ice intercepts all attacks until the start of your next turn, absorbing the damage until it shatters. Any excess damage is transferred to you. The dome has an AC equal to your CHA stat and 25 Hit points.

Sorcerer level 1

Misty Step

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Sorcerer level 2

gaap ability gaap ability
gaap ability gaap ability
cantrip cantrip
cantrip cantrip
cantrip cantrip
level 1 level 1
level 1 level 1
level 1 level 1
level 2 level 2

Ice Spear

  • casting time1 action
  • range10-foot radius (25 cases)

  • componentsS
  • durationInstantaneous

You slam your palms onto the ground instantly freezing the air around you, creating spears of ice impaling everything around you, making the area this spell was casted in difficult terrain. Creatures in this spell radius, excluding yourself, must make a Dexterity saving throw, taking 3d10 cold damage on a failed save or half as much on a successful save.

Sorcerer level 2

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Sorcerer level 3

Vampiric Touch

  • casting time1 action
  • rangeSelf (Touch)

  • componentsV, S
  • durationInstantaneous

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

Sorcerer level 3

Ice Dragon

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You summon an ice dragon that surges forward in a direction you choose. All sources of water within the spell’s range instantly freeze. Any wet creature within range must succeed on a Dexterity saving throw or gain 2 ranks of Frostbite. Creatures in a 90-foot-long, 10-foot-wide line originating from you must make a Strength saving throw. On a failed save, a creature takes 8d6 cold damage, gains 1 rank of Frostbite, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and suffers no further effects.

Sorcerer level 3

Ice Demon

  • casting time1 action
  • rangeself (30 foot radius)

  • componentsV, S
  • durationInstantaneous

You create an ice demon that launches ice spikes around you. Any sources of water in the spells range is immediately frozen. Any wet creature within range must succeed on a dexterity saving throw or gain 2 ranks of Frostbite. Creatures in a 30 foot radius, originating from you, must succeed a Dexterity saving throw taking 12d6 cold damage and gaining 1 rank of Frostbite on a failed save or half as much damage and no further effects on a successful save.

Sorcerer level 3

Ice Petals

  • casting time1 action
  • rangeSelf (40-foot cone)

  • componentsV, S
  • durationInstantaneous

You freeze water and air in front of you while launching it forwards, creating an innumerable onslaught of ice daggers that tear through everything in a 40-foot cone. Creatures in range must make a Dexterity saving throw. On a failed save, creatures take 4d8 cold damage and gain 2 points of Frostbite on a failure, or half as much on a success. If a construct, structure, or object would take damage from this spell, it takes double damage as its structural integrity is affected by the extreme cold.

Sorcerer level 4

Ice Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

Gaap turns into hard ice and protects you with his magic power, granting you an armor. The armor has half as much HP as Gaap on the cast and protects you from fire damage. Any excess damage is transfered to you. When a creature within 5 feet hits you with a melee attack, they take 2d8 cold damage. You can end the spell early with an action.

Sorcerer level 4

Demonic Ice Mirror [1/2]

  • casting time1 action
  • rangeSelf (25 foot radius)

  • componentsV, S
  • durationConcentration, up to 10 minute

'You create a dome of demonic, snow-infused ice mirrors around you in a 25-foot radius. Each mirror has 10HP and 12AC. Upon casting, you meld into one of the mirrors. While melded inside the mirrors, you can teleport between any two mirrors within the dome by expending 5 feet of movement. While inside the mirrors, you are nearly imperceptible, as your reflections form perfect duplicates of yourself. While melded inside a Mirror, you gain a +5 bonus to AC and advantage on Dexterity saving throws. Each time you make an attack or teleport, each creature within the dome can make a Perception check against your Charisma DC (made at disadvantage) to determine your position. A creature with detect magic makes this check with advantage instead. As an action, you can make three ranged attacks, targeting any creatures within the dome. On hit, a target takes 4d8 cold damage. When a creature inside the dome attempts to move more than 10 feet, you can use your reaction to make two ice attacks against that creature. On a hit, the target takes 4d6 cold damage and its speed becomes 0 until the end of its turn. You gain two additional reactions each round, but these can be used only for this spell''s reaction. A creature attempting to leave must succeed on a

Sorcerer level 5

Demonic Ice Mirror [2/2]

  • casting time1 action
  • rangeSelf (25 foot radius)

  • componentsV, S
  • durationConcentration, up to 10 minute

Dexterity saving throw against your Charisma DC. On a failed save, the creature cannot pass through the mirrors and remains inside. It can repeat the saving throw in its next turn.'

Sorcerer level 5

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