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Spirit Warrior [2/2]

  • casting time Action
  • range 30 feet

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

a weapon

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you summon one additional spirit warrior for each slot level above the fourth.

Cleric 4th level Conjuration

Foul Air

  • casting time Action
  • range 30 feet

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

a dead rat

With a rude word, you hurl the rotted corpse of a rat and foul the air of an existing air envelope within range. The air quality of the envelope decreases by one step. The spell has no effect if the air quality is deadly, or the envelope is already under affected by foul air.

Cleric 4th level Transmutation

Prognosticated Blow

  • casting time Bonus Action
  • range 30 feet

  • components V, M
  • duration Instantaneous

a weapon

You invoke a causality-reserving effect on a weapon and curse a creature within range to realize their inevitable impending pain. The target must make a Wisdom saving throw. On a failure, it takes 3d12 psychic damage and your next attack on the creature is foretold- it automatically hits and deals the psychic damage again. On a success the target takes half damage and your next attack has advantage instead.

Cleric 5th level Divination

Rimeshard

  • casting time Bonus Action
  • range 10 feet

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

You use your magic to crystalize a pristine glass-like weapon out of thin air. The weapon can take on the form of any melee weapon, which sublimates into nothingness at the end of your turn unless you are wielding it.

An attack with the weapon does cold damage instead of its normal type, and if you score a critical hit with it, it shatters and deals an additional 1d12 cold damage. When you cast this spell, you can conjure two weapons, one in each hand, as long as both weapons are light weapons.

The spell's damage on a critical hit increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Sorcerer Conjuration Cantrip

Sending Blade

  • casting time Action
  • range 120 feet

  • components V, M
  • duration Instantaneous

a weapon

As part of the action used to cast this spell, you must make a ranged attack with a melee weapon against one creature within the spell's range, otherwise the spell fails. Your magic accelerates your weapon to uncanny speeds over the course of its trajectory. On a hit, the target suffers the attack's normal effects. Attacking at long range doesn't impose disadvantage on your ranged weapon attack roll.

Alternatively, you can cast this cantrip on a weapon that doesn't have the thrown property. It gains a thrown range of 20/60 until the end of your next turn and floats in the air close at hand, vibrating softly.

This spell's damage increases when you reach higher levels. At 5th level, you can use your bonus action to have the attack deal an extra 1d4 piercing damage to the target, and the damage of the spell if the the target is at long range increases to 1d8. Both damage rolls increase by one die at 11th level (2d4 or 2d8) and 17th level (3d4 or 3d8).

Sorcerer Evocation Cantrip

Flashpalm

  • casting time Action
  • range 5 feet

  • components V, S
  • duration 1 turn

You open your clenched hand and a glaring light pulses out, disorienting a creature within range that can see you. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 radiant damage, and is blinded until the end of the turn.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Sorcerer Evocation Cantrip

Caustic Blade

  • casting time Action
  • range 5 feet

  • components V, M
  • duration 1 round

a weapon

You imbue your blade with a highly corrosive acid and make a wide lunging slash with it. As 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 affects, and the attack is infused with caustic energy. If the target is of size Large or higher, it takes acid damage equal to your spellcasting modifer at the end of its next turn.

This spell's damage increases when you reach higher levels. The damage (both initial attack and later damage) increase by 1d8 when you reach 5th level, 11th level (2d8), and 17th level (3d8).

Sorcerer Evocation Cantrip

Jaunt

  • casting time Action
  • range 5 feet

  • components V, M
  • duration Instantaneous

a weapon

You move in a flash of movement, appearing to have teleported to the untrained eye. You can move up to 15 feet with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and a Large or smaller creature is pushed away the same distance (the distance you moved).
If the creature is pushed into a place already occupied by an object or a creature, it and the target takes an additional 1d6 bludgeoning damage and stops.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the distance you move increases by 15 feet for each spell level above 1st.

Sorcerer 1st level Evocation

Illusory feint

  • casting time Action
  • range Self

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

a weapon

You conjure fleeting illusions of attacks or movement. For the duration of the spell, you have advantage on melee attacks. Regardless if you hit or miss, your target is prevented from taking reactions until the end of your next turn.

That creature must then make an Intelligence saving throw. If they succeed, they can't be deceived by you with this spell any longer. They can see through the illusion, and the spell no longer has any effect on the creature.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blind sight, or if it can perceive illusions as false, as with true sight.

Sorcerer 1st level Illusion

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Fade Assault

  • casting time Action
  • range Self

  • components S
  • duration Special

As part of the action used to cast the spell you can take the hide action. Your presence slowly fades from existence as a mirage forms around your body. Creatures have disadvantage on Wisdom (perception) checks to detect you until the start of your next turn. Additionally, you are invisible for the duration of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person.

Sorcerer 1st level Illusion

Windward Blade

  • casting time Action
  • range 15 feet

  • components V, M
  • duration 1 round

any bladed weapon

You imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. A creature within range must make a Dexterity saving throw. On a failure it is suspended several inches off the floor. Until the end of its next turn it can't take reactions and is restrained.

As a bonus action you can make a melee spell attack against the same target if you are within 5 feet of it, dealing 4d6 damage on a hit and ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 2d6 damage for each slot level above second.

Sorcerer 2nd level Evocation

Psi Blade

  • casting time Action
  • range 5 feet

  • components S
  • duration Instantaneous

You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. When you cast this spell, you make a melee spell attack at a creature within range. You treat your target as having AC of 10 + their Dexterity modifier. On a hit you deal 2d12 psychic damage, or half on a miss.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d12 damage for each slot level above second.

Sorcerer 2nd level Evocation

Dissociative Strike

  • casting time Bonus Action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a weapon

The next time you make a melee weapon attack you can instead swing into the air in front of you and project the attack forward.

Each creature within a 5-foot-wide 30-foot-long line, emanating from you, must make a Dexterity saving throw starting from the creature closest to you. The first creature that fails takes 2d10 force damage and the damage of your attack as if you had hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above second.

Sorcerer 2nd level Evocation

Starburst

  • casting time Action
  • range 10 feet

  • components V
  • duration Instantaneous

You momentarily glow with the blinding brilliance of a star. All other creatures within 10 feet of you that fail a Constitution saving throw take 3d6 radiant damage and are blinded until the end of your next turn. Creatures that succeed on the saving throw take half damage and are not blinded.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you do an additional 1d6 for each spell level about 2nd.

Sorcerer 2nd level Evocation

Thunderwreathed Fists [1/2]

  • casting time Action
  • range Self

  • components V, M
  • duration Concentration, up to one minute

gunpowder

Energy lances up your arms as you imbue your blows with booming energy of the thunder demiplane, accelerating them to supersonic speeds. For the duration, you use your spellcasting ability modifier for the attack and damage rolls of unarmed strikes. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Your unarmed strikes deal an additional 1d8 thunder damage, and when you hit a creature with an unarmed strike, it is pushed 5 feet directly away from you.

On a hit, you can channel the spell's energy into a final blow, ending the spell. Each creature within a 20 foot cone in the direction of your attack must make a Dexterity saving throw. On a failed save, they take 4d8 thunder damage and fall prone. On a success, they take half damage and suffer no other effects.

Sorcerer 3rd level Evocation

Thunderwreathed Fists [2/2]

  • casting time Action
  • range Self

  • components V, M
  • duration Concentration, up to one minute

gunpowder

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 for each slot level above the third. The damage of the final attack also increases by 1d8.

Sorcerer 3rd level Evocation

Nystul's Crystal Dagger

  • casting time Action
  • range 90 feet

  • components V, M
  • duration Instantaneous

a small stone

You conjure a splendid shard of light and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d12 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of level 2 or lower.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third. You can regain a spell slot below the spell slot used to cast it.

Sorcerer 3rd level Transmutation

Meteor Drop

  • casting time Action
  • range 30 feet

  • components V
  • duration Instantaneous

You leap up into the air and slam down in an unoccupied location within range. You don't provoke opportunity attacks with this movement, and you can't use this spell if there isn't at least 10 feet of open space directly above you. Creatures within 10 feet of the target location must make a Dexterity saving throw. A target takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

A creature you are grappling when you cast this spell travels with you, making the saving throw at disadvantage .

If you cast this spell while airborne, the radius of the area of effect increases by 5 feet for each 10 feet you are above your target location, up to a maximum of 30 feet. You still take fall damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. At 5th level creatures who fail the saving throw are also knocked prone.

Sorcerer 3rd level Evocation

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Foul Air

  • casting time Action
  • range 30 feet

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

a dead rat

With a rude word, you hurl the rotted corpse of a rat and foul the air of an existing air envelope within range. The air quality of the envelope decreases by one step. The spell has no effect if the air quality is deadly, or the envelope is already under affected by foul air.

Sorcerer 4th level Transmutation

Temporal Thrust

  • casting time Bonus Action
  • range 15 feet

  • components V, S
  • duration Instantaneous

You brace yourself and briefly thrust yourself through the ethereal plane, teleporting to a location within range. Immediately after this teleport, you can attempt to shove a creature through time as part of the spell. The creature must instead make a Charisma saving throw.

On a failed save one of the effects below occurs (your choice):

Temporal Jump. The target is banished to a harmless demiplane until the end of its next turn. While there, the target is Incapacitated. No time passes for the target while it is banished.
Temporal Acceleration. The target is banished to a harmless demiplane until the start of its next turn. Any spells affecting the target with a duration less than one hour end, as well as any such spells the target is concentrating on.
After the effect, the target appears 15 feet away from the location you teleported to, in a straight line. If there isn't a clear path to the destination, the creature appears in front of the obstruction.

Sorcerer 4th level Evocation

Attractor Pulse

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You throw an orb of dark energy out to a location within range. A line of lightning streaks out, pulling creatures towards it before a thunderous boom sounds forth. Each creature you choose within 30 feet of a point within range must make a Dexterity saving throw. On a failure, it takes 4d10 lightning damage and be pulled 20 feet in a straight line towards the origin of the area of effect. On a success, it takes half damage and is not pulled.

An 10 foot radius area centered at that point crackles with latent magical energy. Until the start of your next turn, the area is considered dimly lit and difficult terrain. At the start of your next turn, creatures other than you in the area must make a Dexterity saving throw, taking 4d10 thunder damage and falling prone on a failure, or half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals

Sorcerer 4th level Evocation

Acidwrought Glaive [1/2]

  • casting time Bonus Action
  • range 10 feet

  • components V, M
  • duration Concentration, up to one minute

an empty hilt

You slam your hands into the ground, and draw out a large emerald blade. The weapon is similar in size and shape as a glaive, which lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

While you are wielding this weapon with both hands, you can use your action to make a melee spell attack at a creature in range, dealing 2d10 acid damage on a hit. On a hit, you can choose a different creature within 5 feet of the original target and within range and repeat this attack against that creature using your bonus action.

Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d10 damage on a hit.

Sorcerer 4th level Evocation

Acidwrought Glaive [2/2]

  • casting time Bonus Action
  • range 10 feet

  • components V, M
  • duration Concentration, up to one minute

an empty hilt

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above the fourth.

Sorcerer 4th level Evocation

Rimestrike [1/2]

  • casting time Bonus Action
  • range Self

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

an empty two-handed hilt

You evoke the chill of the demiplane of ice blade in your hilt. The blade that extrudes from it is similar in size and shape to a greatsword, and it lasts for the Duration.

While you are wielding this blade you can use an action to make a melee spell attack at a creature within 5 feet, dealing 5d6 damage on a hit and chilling them until the end of their next turn. A chilled enemy has their their speed reduced to half and can't take reactions.

On a hit, you can also choose to leave the blade stuck in the target. The creature is restrained for the duration and takes 5d6 cold damage at the start of each of its turns. At the end of each of its turns, the target can make a Constitution saving throw, ending the spell on a success.

A creature killed by this spell becomes a frozen statue until it thaws.

Sorcerer 5th level Evocation

Rimestrike [2/2]

  • casting time Bonus Action
  • range Self

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

an empty two-handed hilt

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell (both initial and subsequent) increases by 1d6 for each slot level above the fifth.

Sorcerer 5th level Evocation

Chromatic Blast

  • casting time Action
  • range Touch

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

You gather up elemental energy in one of your hands and prepare to expel it into an enemy. Choose acid, cold, fire, lightning, poison, or thunder for the type of energy. You can use your spellcasting modifier for attack and damage rolls for unarmed strikes. The first time each turn you hit a creature with an unarmed strike, you deal 3d10 damage of the type you chose.

Additionally, you can choose to use your bonus action to transfer the enchantment onto the target, ending the spell. If the target is an Huge or smaller creature or object, it is pushed up to 30 feet away from you in a straight line (you choose). A glowing rune is left in the crater of your attack.

At the end of your turn, each creature within 20 feet of the target's location must make a Dexterity saving throw or take 6d10 damage of the type you chose. The target has disadvantage on the saving throw.

Sorcerer 5th level Evocation

Agonizing Whip

  • casting time Action
  • range 20 feet

  • components V, S
  • duration 1 minute

You coalesce an whip out of pure coalesced pain that hums with the faint screams of horrors inflicted past. When you cast this spell, you make 3 melee spell attacks at targets within range. You can lash out at one target or several. On a hit, the target takes 3d8 psychic damage.

If at least two of your attacks hit the same creature, the creature must make a Constitution saving throw or be incapacitated for the duration. If three hit, the creature is stunned for the same duration. At the end of each of its turns, it can make another Wisdom save. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you make an additional attack for each slot level above 5th.

Sorcerer 5th level Evocation

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