Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Chill Touch

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 round

,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 cant regain Hit Points until the end of your next turn.,
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Sorcerer, Necromancy cantrip

Friends

  • casting time1 action
  • range10 ft.

  • componentsS, M
  • durationConcentration up to 1 minute

,You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isnt a Humanoid, if youre fighting it, or if you have cast this spell on it within the past 24 hours.,
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Sorcerer Enchantment cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 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 cant attack, activate magic items, or carry more than 10 pounds.

Sorcerer,, Conjuration cantrip

Mind Sliver

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 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).

Sorcerer, Enchantment cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 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 elses voice, a lions 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 objectsuch as a chair, muddy footprints, or a small chestit must be no larger than a 5-foot Cube. The image cant 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.

Sorcerer,, Illusion cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

,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 cant make Opportunity Attacks until the start of its next turn.,
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer, Evocation cantrip

Sorcerous Burst

  • casting time1 action
  • range120 ft.

  • componentsV,S
  • durationInstantaneous

,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 spells 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

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

,You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.,
• Altered Eyes. You alter the appearance of your eyes for 1 minute.,
• Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.,
• Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.,
• Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.,
• Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.,
• Tremors. You cause harmless tremors in the ground for 1 minute.

Cleric,, Transmutation cantrip

Arms of Hadar

  • casting time1 action
  • rangeSelf (10-foot radius)

  • components,V, S
  • durationInstantaneous

,Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and cant take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Sorcerer 1st level Conjuration

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
1 1

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

,One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, ,if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Sorcerer 1st level Enchantment

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S M
  • duration1 hour

,You gain 2d4 + 4 Temporary Hit Points.,
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Sorcerer 1st level Necromancy

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

,A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.,
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Sorcerer, 1st level Necromancy

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S M
  • duration1 minute

,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Sorcerer 1st level Transmutation

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S M
  • duration8 hours

,You touch a willing creature who isnt wearing armor. Until the spell ends, the targets base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Sorcerer, 1st level Abjuration

Witch Bolt

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration up to 1 minute

,A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.,
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.,
The spell ends if the target is ever outside the spells range or if it has Total Cover from you.,
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Sorcerer 1st level Evocation

Alter Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration up to 1 hour

,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.,
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.,
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. ,You can make yourself appear as a member of another species, though none of your statistics change. You cant appear as a creature of a different size, and your basic shape stays the same

Sorcerer 2nd level Transmutation

Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration up to 1 minute

,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):,
• The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.,
• The creature becomes Indifferent about creatures of your choice that its Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creatures attitude returns to normal.

Sorcerer,, 2nd level Enchantment

Detect Thoughts

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration up to 1 minute

,You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.,
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You dont read the thoughts, but you know that a thinking creature is present.,
The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal 2nd level Divination

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration 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,, 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration up to 1 hour

,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Sorcerer,, 2nd level Illusion

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration up to 1 hour

,You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. ,On a failed save, you also always know the targets location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target cant become hidden from you, and if it has the Invisible condition, ,it gains no benefit from that condition against you.,
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Sorcerer,, 2nd level Divination

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

,A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.,
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Sorcerer, 2nd level Necromancy

Fly

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration up to 10 minutes

,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Sorcerer,, 3rd level Transmutation

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration up to 1 hour

,A willing creature you touch shape-shifts, along with everything its wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.,
While in this form, the targets only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage

Sorcerer,, 3rd level Transmutation

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration up to 1 minute

,Choose a willing creature that you can see within range. Until the spell ends, the targets Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns., That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.,
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Sorcerer, 3rd level Transmutation

Hunger of Hadar

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration up to 1 minute

,You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, ,and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.,
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.,
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

Sorcerer 3rd level Conjuration

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV, S M
  • duration1 round

,You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. ,The spell enables targets to understand the meaning of your message.,
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesnt arrive. You know if the delivery fails.,
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Sorcerer, 3rd level Evocation

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3