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Sorcerous Burst

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Ranged attack roll: Target takes 1d8 damage (Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder).

If you roll an 8 on a d8, roll another and add it to the damage. You can add up to your spellcasting modifier in extra d8s.

Scaling: Damage increases to 2d8 (Lvl 5), 3d8 (Lvl 11), and 4d8 (Lvl 17).

Sorcerer Evocation Cantrip

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

Choose one effect:

  • Sensory Effect: Harmless sparks, wind, music, or odor (instant).
  • Fire Play: Light/snuff a candle, torch, or campfire (instant).
  • Clean or Soil: Clean or dirty 1 cu. ft. of an object (instant).
  • Minor Sensation: Chill, warm, or flavor 1 cu. ft. of material (1 hr).
  • Magic Mark: Place a color, mark, or symbol on a surface (1 hr).
  • Minor Creation: Create a nonmagical, worthless trinket (until end of next turn).
Up to 3 effects can be active at once.

Sorcerer Transmutation Cantrip

Mage Hand

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral hand appears and follows your commands. You can use the hand to manipulate objects, open containers, retrieve or stow items, or pour liquids.

As a Magic action, you can move the hand up to 30 ft and use it again.

The hand can’t attack, activate magic items, or carry more than 10 lbs.

Sorcerer Conjuration Cantrip

Minor Illusion

  • casting time Action
  • range 30 feet

  • components S
  • duration 1 minute

Create a sound or an image within range:

  • Sound: Any noise from a whisper to a scream, such as a voice, an animal call, or drumbeats. It can be continuous or change throughout the duration.
  • Image: A stationary object (max 5-ft cube) like a chair, chest, or footprints. The image has no sound, light, or scent. Objects and creatures pass through it.
A creature can examine the illusion. With a successful Investigation check against your spell save DC, they recognize it as an illusion.

The illusion ends if you cast this spell again.

Sorcerer Illusion Cantrip

Shocking Grasp

  • casting timeAction
  • 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.

Scaling: Damage increases to 2d8 (Lvl 5), 3d8 (Lvl 11), and 4d8 (Lvl 17).

Sorcerer Evocation Cantrip

Mage Armor

  • casting time Action
  • range Touch

  • components V, S
  • duration 8 hours

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier.

The spell ends early if the target dons armor.

Sorcerer Level 1 Abjuration

Chromatic Orb

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Instantaneous

Ranged attack roll: Hurl an orb dealing 3d8 Acid, Cold, Fire, Lightning, Poison, or Thunder damage.

If two or more d8s match, the orb leaps to another target within 30 ft. Make a new attack and damage roll. The orb can leap only once unless cast with a 2nd+ level slot.

Higher Levels: +1d8 damage per slot level above 1. The orb can leap up to the spell slot level, but each creature can be hit only once per casting.

Sorcerer Level 1 Evocation

Grease

  • casting time Action
  • range 60 feet

  • components V, S
  • duration 1 minute

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Sorcerer Level 1 Conjuration

Detect Magic

  • casting time Action or Ritual
  • 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.

Sorcerer Level 1 Divination

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Bless

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a higher-level spell slot. You can target one additional creature for each spell slot level above 1.

Sorcerer Level 1 Enchantment

Hold Person

  • casting time Action
  • range 60 feet

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

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Sorcerer Level 2 Enchantment

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

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

Sorcerer Level 2 Conjuration

Enlarge/Reduce

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a creature or object (not worn/carried). Unwilling targets make a Con save or the spell fails. Dropped items return to normal size.

  • Enlarge: Size doubles (1 category up), weight x8. Advantage on Strength checks/saves. Weapons grow and deal +1d4 damage.
  • Reduce: Size halves (1 category down), weight ÷8. Disadvantage on Strength checks/saves. Weapons shrink and deal –1d4 damage (min 1).
If space is limited, the target grows to the maximum allowed.

Sorcerer Level 2 Transmutation

Mirror Image

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

3 Illusory duplacates appear and mimic your movement, making it hard to know which is real.

When you're attacked, roll a d6 for each duplicate. On a 3+, a duplicate is hit and destroyed instead. Duplicates ignore all other damage/effects.

Creatures with Blindsight, Truesight, or that are Blinded are unaffected

Sorcerer Level 2 Illusion

Fireball

  • casting time Action
  • range 150ft. / 20ft. sphere

  • componentsV, S
  • durationInstantaneous

A bright streak shoots from your hand to a point you choose, erupting in a fiery explosion with a low roar. Each creature in the area must make a Dexterity saving throw, taking 8d6 Fire damage on a failure, or half as much on success.

Flammable objects that aren’t being worn or carried ignite.

Sorcerer Level 3 Evocation

Slow

  • casting time Action
  • range 120ft. / 40ft. Cube

  • componentsV, S
  • duration Concentration, up to 1 minute

You warp time for up to six creatures in a 40ft cube. Each must make a Wisdom saving throw or be slowed.

Effects:

  • Speed halved,
  • -2 to AC and DEX saves,
  • on its turn: can take only an action or bonus action (not both) and only one attack.
  • If it casts a spell with somatic components, there's a 25% chance the spell fails.
Targets can repeat the save at the end of their turns to end the effect.

Sorcerer Level 3 Transmutation

fly

Sorcerer

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