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Hex

  • casting time 1 bonus action
  • range 90 ft

  • components V, S, M
  • duration Concentration, up to 1 hour

Materials: the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).

Warlock 1st Level Enchantment

Detect Magic

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Eldritch Invocations 1st Level Divination

Comprehend Languages (Ritual)

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 1 hour

Materials: a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

Eldritch Invocations 1st Level Divination

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Warlock 1st Level Enchantment

Sacrificial Siphon

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 1 minute

You touch another creature and lay a curse that drains the target’s vitality and transfers it to you. The target must make a Charisma saving throw. On a failed save, the target is cursed for the duration. While cursed, the target must subtract 1d4 from its attack rolls and ability checks, and when the target takes damage, you can take a Reaction to gain 10 Temporary Hit Points. On a successful save, you gain 5 Temporary Hit Points, and the target must subtract 1d4 from its ability checks until the start of your next turn.

Crimson Spells 4th Level Necromancy

Death Ward

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Crimson Spells 4th Level Abjuration

Toll the Dead

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Eldritch Invocations Necromancy Cantrip

Eldritch Blast

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock Evocation Cantrip

Mind Sliver

  • casting time 1 action
  • range 60 ft

  • components V
  • duration 1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Eldritch Invocations Enchantment Cantrip

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Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

Materials: a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
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. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes faint to the creature.

Ashen Legacy Illusion cantrip

Blood Bolt

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration

You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Warlock Necromancy Cantrip

Starry Wisp

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Eldritch Invocations Evocation Cantrip

Cursed Cacophony

  • casting time 1 action
  • range Unlimited

  • components S, M
  • duration Concentration, up to 10 minutes

Materials: a sheet of music

You focus on a creature that you are familiar with that is on the same plane of existence as you. The target must succeed on a Wisdom saving throw or be cursed for the duration. Once a target fails its saving throw against this spell, you can't target it with a ritual casting of the spell for 24 hours.

While cursed, the target hears haunting, discordant music and has Disadvantage on D20 Tests. The first time the target fails a D20 Test during a turn, it repeats the save against this spell with neither Advantage nor Disadvantage, ending the spell early on a success.

Sorcerer 3rd Level Enchantment

Vampiric Touch

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Crimson Spells 3rd Level Necromancy

Mist of Mourning

  • casting time 1 Action
  • range 60 ft

  • components V, S, M
  • duration Concentration, up to 10 minutes

Materials: a vial of tears

You summon a thin mist that saps joy and vigor in a 20-foot-radius Sphere centered on a point within range. Each creature in the mist when it appears, or when it moves into the mist for the first time on a turn or ends its turn there, must succeed on a Charisma saving throw or be filled with deep melancholy until the end of its next turn. An affected creature’s Speed is halved, it has Disadvantage on attack rolls, and it subtracts 1d8 from all its damage rolls.

Sorcerer 3rd Level Enchantment

Shadow Drain

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you.

When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature’s space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Sorcerer 3rd Level Necromancy

Crimson Harvest

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Instantaneous

Materials: a vial of blood

A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much on a successful one.

If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

Crimson Spells 3rd Level Necromancy

Chorus of the Lost

  • casting time 1 Action
  • range 60 ft

  • components V, S, M
  • duration Concentration, up to 1 minute

Materials: a silver bell worth 10+ GP

You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Sorcerer 2nd Level Necromancy

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Blur

  • casting time 1 Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Sorcerer 2nd Level Illusion

Blood Sacrifice

  • casting time 1 Bonus Action
  • range Self

  • components V, S, M
  • duration 1 minute

Materials: a drop of your own blood

You sacrifice a portion of your life force to enhance your magical power. When you cast this spell, you take 1d6 Necrotic damage, which can't be reduced or prevented in any way. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell’s normal damage type (your choice if there are multiple).

Using a Higher-Level Spell Slot. The damage you take and the extra damage your spells deal both increase by 1d6 for each spell slot level above 2.

Crimson Spells 2nd Level Necromancy

Aid

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 hours

Materials: a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Crimson Spells 2nd Level Abjuration

Blood Bolt

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration

You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Crimson Spells Necromancy Cantrip

Devil's Due

  • casting time 1 reaction
  • range 30 ft

  • components S, M
  • duration Instantaneous

Materials: a glob of pitch

You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier. If the creature took damage from a Critical Hit, double the number of Hit Points you regain.

Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.

Sorcerer 1st Level Necromancy

Inflict WOunds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Cleric 1st-level necromancy

Aganazzar's Scorcher

  • casting time 1 Action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

Materials: Red dragon scale

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Sorcerer 2nd-level evocation

Chill Touch

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Sorcerer Necromancy cantrip

Burning Hands

  • casting time 1 Action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sorcerer 1st-level evocation

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Bane

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Materials: a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cleric 1st-level enchantment

Starry Wisp

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard Evocation Cantrip

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, 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.

Cleric Divination cantrip

Minor Illusion [1/2]

  • casting time 1 action
  • range 30 feet

  • 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. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

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. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell

Wizard Illusion cantrip

Minor Illusion [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of fleece

save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Wizard Illusion cantrip

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 ft

  • components V, S, M
  • duration Concentration, up to 10 minutes

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric 1st-level abjuration

Find Familiar (Ritual) [1/3]

  • casting time 1 Hour
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket

Ranger 1st-level conjuration

Find Familiar (Ritual) [2/3]

  • casting time 1 Hour
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you

Ranger 1st-level conjuration

Find Familiar (Ritual) [3/3]

  • casting time 1 Hour
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Ranger 1st-level conjuration

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Hunter's Mark

  • casting time 1 bonus action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ranger 1st-level divination

Ensnaring Strike

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Ranger 1st-level conjuration

Prestidigitation

  • casting time 1 Action
  • range 10 ft

  • components V, S
  • duration 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

SENSORY EFFECT. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
FIRE PLAY. You instantaneously light or snuff out a candle, a torch, or a small campfire.
CLEAN OR SOIL. You instantaneously clean or soil an object no larger than 1 cubic foot.
MINOR SENSATION You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
MAGIC MARK. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
MINOR CREATION. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Sorcerer Transmutation Cantrip

Fire Bolt

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or an 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 starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Sorcerer Evocation Cantrip

Acid Splash

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Sorcerer Evocation Cantrip

Sorcerous Burst

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer Evocation Cantrip

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