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Windblast

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You evoke a powerful blast of wind, choosing one of the following options:
• Choose a Large or smaller creature you can see within range. It must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If the creature slams into a solid object of its size or larger, it takes 1d6 bludgeoning damage.
• Choose an unattended, loose object you can see within range. If the object weighs 50 pounds or less, you push it up to 10 feet away from you. If the object slams into a solid object of its size or larger, it takes 1d6 bludgeoning damage. If you slam the object into a creature, the creature must make a Dexterity saving throw. On a failure, the creature takes 1d6 bludgeoning damage.
• You use the blast of wind to move yourself 10 feet in any direction. If you are grappled or restrained, first make an ability check with your spellcasting ability as an escape check. On a success, you escape and move yourself as intended. On a failure, you remain grappled or restrained.
• You cause any one effect that a sudden blast of wind could produce: a door slams shut, open flames up to Medium size are extinguished, and so on.

Sorcerer Evocation cantrip

Warding Wave

  • casting time1 reaction, when a creature moves to a space within 5 feet of you or attacks you
  • range5 feet

  • componentsV,S
  • durationInstantaneous

A crashing wave surges out from you, repelling the foe that came too close. Te target creature must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone. On a successful save, the creature is pushed half the amount of distance and not knocked prone. This spell does not affect creatures that are flying or burrowing.

Sorcerer 1st level conjuration

Sands of Time [1/2]

  • casting time1 action
  • range60 feet

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

a small bag of sand or an hourglass

You manipulate creatures' connection to fate and time, choosing a point you can see within range. Each creature within 10 feet of this point must make a Wisdom saving throw. On a failed save, a creature's speed is halved and it has disadvantage on attack rolls until the spell ends. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Certain creatures are unaffected by sands of time: celestials, constructs, fends, undead, and any creature that does not age.
Lesser Creatures: For the purpose of this spell, a lesser creature is one whose CR or level is half that of the slot level of sands of time (or lower). If a lesser creature fails its second saving throw, it instead is timeworn for the spell's duration and no longer repeats the saving throw at the end of its turns. A timeworn creature can take no actions other than performing basic necessities (eating, drinking, walking, etc.), and its speed is halved. If you maintain your concentration on this spell

Sorcerer 2nd level divination

Sands of Time [2/2]

  • casting time1 action
  • range60 feet

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

a small bag of sand or an hourglass

for the entire possible duration, the lesser creature remains timeworn permanently.
Any effect that removes a curse can remove the timeworn condition.

Sorcerer 2nd level divination

Whipping Tresses

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

In order for this spell to function, your hair must be at least shoulder length. Upon casting the spell, your hair momentarily expands into a tremendous whipping barrage. Choose any number of creatures within 15 feet of you. Each target must make a Dexterity saving throw. On a failed save, a creature takes 6d6 slashing damage, and if it is Large or smaller, you can move it up to 10 feet in any horizontal direction. On a successful save, a creature takes half damage and is not moved.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sorcerer 3rd level transmutation

Chaos Rift [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration, up to 1 minute

You unleash a vortex of hissing, writhing energies. Each creature in a 20-foot-radius centered on a point you can see within range must make a Constitution saving throw. On a failed save, a creature takes 4d6 plus 1d8 damage. The result of the 1d8 roll determines the damage type and an additional effect. A creature repeats the saving throw at the end of each of its turns, ending the additional effect on itself on a success. If a creature's initial saving throw succeeds, it takes half damage and does not suffer the additional effect.
1. Acid: Until the spell ends, the creature suffers a -2 penalty to AC.
2. Cold: Until the spell ends, the creature's speed is halved, and it has disadvantage on Dexterity saving throws.
3. Fire: Until the spell ends, the creature takes 1d6 fire damage at the start of each of its turns.
4. Force: Until the spell ends, the creature's maximum range for any attack, spell, or other effect is 20 feet.
5. Lightning: Until the spell ends, whenever the creature deals damage, it takes 1d8 lightning damage.
6. Poison: Until the spell ends, the creature is poisoned.
7. Psychic: Until the spell ends, the creature is

Sorcerer 4th level evocation

Chaos Rift [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration, up to 1 minute

incapacitated. The creature can also repeat the saving throw any time it takes damage.
8. Thunder: The creature has vulnerability to the next instance of damage it takes before the spell ends.
Lawful creatures have disadvantage on saving throws against chaos rift, while chaotic creatures have advantage. If you are lawful, you too are subjected to chaos rift when you cast it.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Sorcerer 4th level evocation

Hallowed Rebuke

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 minute

Your incantation resounds with words of divine retribution. Choose one creature you can see within range. It must make a Wisdom saving throw. If the target has harmed you or a creature friendly to you within the past 24 hours, it suffers disadvantage on its saving throw. On a failed save, the target takes 10d6 psychic damage and cannot willingly move closer to you for the duration of the spell. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's initial saving throw is successful, it takes half damage and suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Cleric 5th level enchantment

Starfall

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • duration1 minute

a star ruby or star sapphire worth at least 500 gp

Upon casting the spell, and again as a bonus action on each of your subsequent turns, a brilliant sphere of light plummets to a point you can see within range. The sphere bursts in a 5-foot radius, dealing 4d6 radiant damage to each creature in the area, or half damage on a successful Dexterity saving throw.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Sorcerer 6th level conjuration

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Force of the Woodlands

  • casting time1 action
  • range150 feet

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

roots woven together

Briars, trees, and vines sprout from the ground in a cylinder that is up to 20 feet tall and with a radius up to 20 feet, centered on a point you can see within range. For the duration of the spell, these plants turn the area into diffcult terrain, and they provide three-quarters cover.
An enemy that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the enemy takes 4d6 bludgeoning damage plus 4d6 piercing damage and is restrained. A restrained creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
At Higher Levels: The height and radius of the area increases by up to 10 feet per higher level spell slot used to cast the spell.

Druid 7th level conjuration

Adamantine Form

  • casting time1 action
  • rangeTouch

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

a piece of adamantine worth at least 200 gp, which the spell consumes

This spell transforms the skin of a willing creature into a dark, lustrous metal. For the spell's duration, the target has resistance to all damage except psychic, damage from adamantine weapons, and damage from artifacts.

Sorcerer 8th level abjuration

Spell Storm

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationInstantaneous

You cast seven cantrips. They can be any combination of cantrips you know from the bard, cleric, druid, sorcerer, or wizard spell lists.

Sorcerer 9th level evocation

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