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Evocation Cantrip

  • casting timeSelf (5 ft)
  • rangeS, M (weapon)

  • componentsInstantaneous
  • durationAs part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.

Wizard, Sorcerer, Warlock

Sorcerer 1 Action

Enchantment Cantrip

  • casting time60 feet
  • rangeV

  • components1 round
  • durationYou drive a disorienting spike of psychic energy into 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.

Wizard, Sorcerer, Warlock

Sorcerer 1 Action

1st Level Evocation

  • casting time120 feet
  • rangeV, S

  • componentsInstantaneous
  • durationYou hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type. If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

Sorcerer

Sorcerer 1 Action

2nd Level Enchantment

  • casting time90 feet
  • rangeV

  • components1 round
  • durationYou psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

Wizard, Sorcerer 1 Action

2nd Level Necromancy

  • casting time60 feet
  • rangeV, S, M

  • componentsInstantaneous
  • durationYou invoke both death and life upon a 10-foot-radius sphere within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

Wizard, Druid

Wizard, Sorcerer 1 Action

2nd Level Illusion

  • casting time60 feet
  • rangeS, M

  • components1 minute
  • durationYou fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced. At the start of each of your turns, you can move the cube up to 10 feet and reroll the Mischievous Surge table.

Bard, Sorcerer, Wizard

Wizard, Sorcerer 1 Action

2nd Level Conjuration

  • casting time90 feet
  • rangeV, S

  • componentsInstantaneous
  • durationYou magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or be teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

Sorcerer, Wizard

Wizard, Sorcerer 1 Action

Green-Flame Blade Green-Flame Blade
Mind Sliver Mind Sliver
Chaos Bolt Chaos Bolt
Tasha's Mind Whip Tasha's Mind Whip
Wither and Bloom Wither and Bloom
Nathair's Mischief Nathair's Mischief
Vortex Warp Vortex Warp