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Name

  • casting timeTime
  • rangeRange

  • componentsComponents
  • durationDuration

Description

Sorcerer Type

Fire Bolt

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell ignites.

Sorcerer Cantrip / Evocation

Create Bonfire

  • casting time1 Action
  • range60 feet

  • componentsV, S
  • durationConc, 1 min

Create a 5ft cube bonfire. Creatures entering or starting their turn in it make a Dex save. Fail: 1d8 Fire damage.

Sorcerer Cantrip / Conjuration

Mage Hand

  • casting time1 Action
  • range30 feet

  • componentsV, S
  • duration1 Minute

Create a spectral hand. You can use it to manipulate an object, open an unlocked door, or stow an item (10 lbs).

Sorcerer Cantrip / Conjuration

Message

  • casting time1 Action
  • range120 feet

  • componentsV, S, M
  • duration1 Round

Point at a creature and whisper a message. The target hears you and can reply in a whisper that only you hear.

Sorcerer Cantrip / Transmutation

Mind Sliver

  • casting time1 Action
  • range60 feet

  • componentsV
  • duration1 Round

Target makes an Int save. Fail: 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes.

Sorcerer Cantrip / Enchantment

Minor Illusion

  • casting time1 Action
  • range30 feet

  • componentsS, M
  • duration1 Minute

Create a sound OR an image of an object (5ft cube). Investigation check vs your Save DC reveals it to be an illusion.

Sorcerer Cantrip / Illusion

Prestidigitation

  • casting time1 Action
  • range10 feet

  • componentsV, S
  • duration1 Hour

Create a sensory effect, light or snuff a candle, clean or soil an object, chill, warm, or flavor material.

Sorcerer Cantrip / Transmutation

Thaumaturgy

  • casting time1 Action
  • range30 feet

  • componentsV
  • duration1 Minute

Make your voice boom, flames flicker, cause ground tremors, or create a sound (thunder/raven).

Sorcerer Cantrip / Transmutation

Level Level
c c
c c
c c
c c
c c
c c
c c
c c

Mage Armor

  • casting time1 Action
  • rangeTouch

  • componentsV, S, M
  • duration8 Hours

Touch a willing creature who isn't wearing armor. Their base AC becomes 13 + Dex modifier.

Sorcerer Level 1 / Abjuration

Shield

  • casting time1 Reaction
  • rangeSelf

  • componentsV, S
  • duration1 Round

Trigger: You are hit by an attack or Magic Missile. You gain +5 AC until the start of your next turn and take no damage from Magic Missile.

Sorcerer Level 1 / Abjuration

Grease

  • casting time1 Action
  • range60 feet

  • componentsV, S, M
  • duration1 Minute

Cover a 10ft square in grease (Difficult Terrain). Creatures entering or starting their turn must make a Dex Save or fall Prone.

Sorcerer Level 1 / Conjuration

Absorb Elements

  • casting time1 Reaction
  • rangeSelf

  • componentsS
  • duration1 Round

Trigger: Acid, Cold, Fire, Lightning, or Thunder damage. Gain Resistance to the type. Next melee hit deals +1d6 extra damage.

Sorcerer Level 1 / Abjuration

Hellish Rebuke

  • casting time1 Reaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Trigger: Damaged by a creature. Target makes a Dex Save. Fail: 2d10 Fire damage. Save: Half damage.

Sorcerer Level 1 / Evocation

Chromatic Orb

  • casting time1 Action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

Choose a type (Acid/Fire/Cold/etc). Make a ranged spell attack. Hit: 3d8 Damage. (2024: Bounce to new target on doubles).

Sorcerer Level 1 / Evocation

Absorb Elements II

  • casting time1 Reaction
  • rangeSelf

  • componentsS
  • duration1 Round

UPCAST (Use Level 2 Slot). Gain Resistance to the triggering type. Your next melee hit deals +2d6 extra damage.

Sorcerer Level 2 / Abjuration

Hellish Rebuke II

  • casting time1 Reaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

UPCAST (Use Level 2 Slot). Target makes a Dex Save. Fail: 3d10 Fire damage. Save: Half damage.

Sorcerer Level 2 / Evocation

Chromatic Orb II

  • casting time1 Action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

UPCAST (Use Level 2 Slot). Make a ranged spell attack. Hit: 4d8 Damage. (2024: Bounce to new target on doubles).

Sorcerer Level 2 / Evocation

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

Misty Step

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Sorcerer Level 2 / Conjuration

Hold Person

  • casting time1 Action
  • range60 feet

  • componentsV, S, M
  • durationConc, 1 min

Target Humanoid makes a Wis Save. Fail: Paralyzed. It makes a new save at the end of each of its turns.

Sorcerer Level 2 / Enchantment

Web

  • casting time1 Action
  • range60 feet

  • componentsV, S, M
  • durationConc, 1 hour

Create a 20ft cube of sticky webs (Difficult Terrain). Start/Enter: Dex Save or Restrained. Use Action (Str check) to break free.

Sorcerer Level 2 / Conjuration

Quickened Spell

  • casting time2 Sorcery Pts
  • rangeSelf

  • componentsNone
  • durationInstantaneous

When you cast a spell that has a casting time of 1 Action, you can change the casting time to 1 Bonus Action.

Sorcerer Metamagic

Subtle Spell

  • casting time1 Sorcery Pt
  • rangeSelf

  • componentsNone
  • durationInstantaneous

When you cast a spell, you can spend 1 SP to cast it without any Somatic or Verbal components.

Sorcerer Metamagic

Empowered Spell

  • casting time1 Sorcery Pt
  • rangeSelf

  • componentsNone
  • durationInstantaneous

When you roll damage for a spell, spend 1 SP to reroll a number of dice up to your Charisma modifier.

Sorcerer Metamagic

Heightened Spell

  • casting time2 Sorcery Pts
  • rangeSelf

  • componentsNone
  • durationInstantaneous

When you cast a spell that forces a save, spend 2 SP to give one target Disadvantage on its first saving throw.

Sorcerer Metamagic

Innate Sorcery

  • casting time1 Bonus Action
  • rangeSelf

  • componentsNone
  • duration1 Minute

For 1 min: Your Spell Save DC increases by +1, and you have Advantage on attack rolls for Sorcerer spells. (2/Day)

Sorcerer Class Feature

Wild Magic Surge

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Trigger: You cast a Sorcerer spell with a slot. Roll a d20. If you roll a 20, roll on the Wild Magic Surge table.

Sorcerer Class Feature

2 2
2 2
2 2
M M
M M
M M
M M
S S
S S

Tides of Chaos

  • casting timeNo Action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Gain Advantage on one d20 Test. Recharge: Long Rest OR if the DM triggers a Wild Magic Surge.

Sorcerer Class Feature

Font of Magic

  • casting time1 Bonus Action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Convert Slot to Points (Slot Level = Points) OR Points to Slot (2 Pts = 1st Level | 3 Pts = 2nd Level).

Sorcerer Class Feature

S S
S S