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Spiritual Weapon

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Divine Sorcerer 2nd Evocation

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Divine Sorcerer 1st Evocation

Alter Self

  • casting time 1 action
  • range Self

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

You modify your physical form. When you cast this spell, choose one of the following options. While the spell lasts, you can end on effect and choose a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide your look, this includes height, weight, facial features, sound of your voice, hair length, colour etc. You can make yourself appear as another race of the same size as you. While the spell lasts, you can change your appearance again.
Natural Weapons: You grow special claws or fangs, they deal 1d6 slashing or piercing damage respectively. You are proficient with them, they're magic and have +1 bonus to damage and attack.

Sorcerer 2nd Transmutation

Purple Flame Blade

  • casting time 1 action
  • range Self (5-foot radius)

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap 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 Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Sorcerer Evocation Cantrip

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