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a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.,Using a Higher-Level Spell Slot. You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.

Sorcerer

3,Blink,Transmutation,Action,Self,V, S,1 minute,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., 1,Burning Hands,Evocation,Action,Self (15-foot cone),V, S,Instantaneous,A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the Cone that aren't being worn or carried start burning.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. 1,Comprehend Languages,Divination (ritual),Action,Self,V, S, M (a pinch of soot and salt),1 hour,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., 0,Fire Bolt,Evocation,Action,120 feet,V, S,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). 3,Fireball,Evocation,Action,150 feet,V, S, M (a ball of bat guano and sulfur),Instantaneous,A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the area that aren't being worn or carried start burning.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. 2,Flaming Sphere,Conjuration,Action,60 feet,V, S, M (a ball of wax),Concentration, up to 1 minute,You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. 1,Ice Knife,Conjuration,Action,60 feet,S, M (a drop of water or a piece of ice),Instantaneous,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.,Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1. 2,Levitate,Transmutation,Action,60 feet,V, S, M (a metal spring),Concentration, up to 10 minutes,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.When the spell ends, the target floats gently to the ground if it is still aloft., 1,Mage Armor,Abjuration,Action,Touch,V, S, M (a piece of cured leather),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., 0,Mage Hand,Conjuration,Action,30 feet,V, S,1 minute,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.The hand can't attack, activate magic items, or carry more than 10 pounds., 0,Minor Illusion,Illusion,Action,30 feet,S, M (a bit of fleece),1 minute,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.If a creature takes a Study 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. Sound. 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. 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. Physical interaction with the image reveals it to be an illusion, since things can pass through it., 2,Misty Step,Conjuration,Bonus,Self,V,Instantaneous,Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see., 0,Prestidigitation,Transmutation,Action,10 feet,V, S,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., 2,Scorching Ray,Evocation,Action,120 feet,V, S,Instantaneous,You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.,Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2. 1,Shield,Abjuration,Reaction,Self,V, S,1 round,An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile., 0,Sorcerous Burst,Evocation,Action,120 feet,V, S,Instantaneous,You cast sorcerous energy at one creature or object within range. Make a ranged attack roll 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). 1,Speak with Animals,Divination (ritual),Action,Self,V, S,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., 1,Spellfire Flare,Evocation,Action,60 feet,V, S,Instantaneous,You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range 3,Blink,Transmutation,Action,Self,V, S,1 minute,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., 1,Burning Hands,Evocation,Action,Self (15-foot cone),V, S,Instantaneous,A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the Cone that aren't being worn or carried start burning.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. 1,Comprehend Languages,Divination (ritual),Action,Self,V, S, M (a pinch of soot and salt),1 hour,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., 0,Fire Bolt,Evocation,Action,120 feet,V, S,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). 3,Fireball,Evocation,Action,150 feet,V, S, M (a ball of bat guano and sulfur),Instantaneous,A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the area that aren't being worn or carried start burning.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. 2,Flaming Sphere,Conjuration,Action,60 feet,V, S, M (a ball of wax),Concentration, up to 1 minute,You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. 1,Ice Knife,Conjuration,Action,60 feet,S, M (a drop of water or a piece of ice),Instantaneous,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.,Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1. 2,Levitate,Transmutation,Action,60 feet,V, S, M (a metal spring),Concentration, up to 10 minutes,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.When the spell ends, the target floats gently to the ground if it is still aloft., 1,Mage Armor,Abjuration,Action,Touch,V, S, M (a piece of cured leather),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., 0,Mage Hand,Conjuration,Action,30 feet,V, S,1 minute,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.The hand can't attack, activate magic items, or carry more than 10 pounds., 0,Minor Illusion,Illusion,Action,30 feet,S, M (a bit of fleece),1 minute,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.If a creature takes a Study 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. Sound. 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. 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. Physical interaction with the image reveals it to be an illusion, since things can pass through it., 2,Misty Step,Conjuration,Bonus,Self,V,Instantaneous,Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see., 0,Prestidigitation,Transmutation,Action,10 feet,V, S,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., 2,Scorching Ray,Evocation,Action,120 feet,V, S,Instantaneous,You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.,Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2. 1,Shield,Abjuration,Reaction,Self,V, S,1 round,An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile., 0,Sorcerous Burst,Evocation,Action,120 feet,V, S,Instantaneous,You cast sorcerous energy at one creature or object within range. Make a ranged attack roll 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). 1,Speak with Animals,Divination (ritual),Action,Self,V, S,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., 1,Spellfire Flare,Evocation,Action,60 feet,V, S,Instantaneous,You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range