Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Comprehend Languages,PHB,1st,Action,1 hour,Divination (ritual),Self,V, S, M (a pinch of soot and salt),Bard, Sorcerer, Warlock, Wizard,,For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language., Control Flames,XGE,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,60 feet,S,Druid, Sorcerer, Wizard,,You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.You instantaneously extinguish the flames within the cube.You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action., Create Bonfire,XGE,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Dancing Lights,PHB,Cantrip,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (a bit of phosphorus or wychwood, or a glowworm),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range., Detect Magic,PHB,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard,,For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt., Disguise Self,PHB,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC., Distort Value,AI,1st,1 Min.,8 hours,Illusion,Touch,V,Bard, Sorcerer, Warlock, Wizard,,Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. Earth Tremor,XGE,1st,Action,Instantaneous,Evocation,10 feet,V, S,Bard, Druid, Sorcerer, Wizard,,You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Expeditious Retreat,PHB,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action., False Life,PHB,1st,Action,1 hour,Necromancy,Self,V, S, M (a small amount of alcohol or distilled spirits),Artificer, Sorcerer, Wizard,,Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Feather Fall,PHB,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or a piece of down),Artificer, Bard, Sorcerer, Wizard,,Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature., Fire Bolt,PHB,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)., Fog Cloud,PHB,1st,Action,Concentration, up to 1 hour,Conjuration,120 feet,V, S,Druid, Ranger, Sorcerer, Wizard,,You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. Friends,PHB,Cantrip,Action,Concentration, up to 1 minute,Enchantment,Self,S, M (a small amount of makeup applied to the face as this spell is cast),Bard, Sorcerer, Warlock, Wizard,,For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it., Frostbite,XGE,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Grease,PHB,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Wizard,Sorcerer,Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone., Green-Flame Blade,TCE,Cantrip,Action,Instantaneous,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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.This spell's damage increases when you reach certain 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)., Gust,XGE,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You seize the air and compel it to create one of the following effects at a point you can see within range:One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze., Ice Knife,XGE,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,,You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Infestation,XGE,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north

  • casting time 3, east
  • range or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Jump,PHB,1st,Action,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a creature. The creature's jump distance is tripled until the spell ends., Light,PHB,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell., Lightning Lure,TCE,Cantrip,Action,Instantaneous,Evocation,Self (15-foot radius),V,Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Mage Armor,PHB,1st,Action,8 hours,Abjuration,Touch,V, S, M (a piece of cured leather),Sorcerer, Wizard,,You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action., Mage Hand,PHB,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Missile,PHB,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer, Wizard,,You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Mending,PHB,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object., Message,PHB,Cantrip,Action,1 round,Transmutation,120 feet,V, S, M (a short piece of copper wire),Artificer, Bard, Sorcerer, Wizard,,You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings., Mind Sliver,TCE,Cantrip,Action,1 round,Enchantment,60 feet,V,,Sorcerer, Warlock, Wizard,You 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.This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Minor Illusion,PHB,Cantrip,Action,1 minute,Illusion,30 feet,S, M (a bit of fleece),Bard, Sorcerer, Warlock, Wizard,,You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature., Mold Earth,XGE,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,30 feet,S,Druid, Sorcerer, Wizard,,You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., Poison Spray,PHB,Cantrip,Action,Instantaneous,Conjuration,10 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)., Prestidigitation,PHB,Cantrip,Action,Up to 1 hour,Transmutation,10 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.You instantaneously light or snuff out a candle, a torch, or a small campfire.You instantaneously clean or soil an object no larger than 1 cubic foot.You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., Ray of Frost,PHB,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Ray of Sickness,PHB,1st,Action,Instantaneous,Necromancy,60 feet,V, S,Sorcerer, Wizard,,A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Shape Water,XGE,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,30 feet,S,Druid, Sorcerer, Wizard,,You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action., Shield,PHB,1st,Reaction,1 round,Abjuration,Self,V, S,Sorcerer, Wizard,,An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile., Shocking Grasp,PHB,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Sorcerer, Wizard,,Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Silent Image,PHB,1st,Action,Concentration, up to 10 minutes,Illusion,60 feet,V, S, M (a bit of fleece),Bard, Sorcerer, Wizard,,You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual

  • components it isn't accompanied by sound, smell, or other sensory effects.You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image., Silvery Barbs,SCC,1st,Reaction,Instantaneous,Enchantment,60 feet,V,Bard, Sorcerer, Wizard,,You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time., Sleep,PHB,1st,Action,1 minute,Enchantment,90 feet,V, S, M (a pinch of fine sand, rose petals, or a cricket),Bard, Sorcerer, Wizard,,This spell sends creatures into a magical slumber. Roll 5d8
  • duration the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being charmed aren't affected by this spell., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Sword Burst,TCE,Cantrip,Action,Instantaneous,Conjuration,Self (5-foot radius),V,Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Tasha's Caustic Brew,TCE,1st,Action,Concentration, up to 1 minute,Evocation,Self (30-foot line),V, S, M (a bit of rotten food),Artificer,Sorcerer, Wizard,A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Thunderclap,XGE,Cantrip,Action,Instantaneous,Evocation,5 feet,S,Artificer, Bard, Druid, Sorcerer, Warlock, Wizard,,You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Thunderwave,PHB,1st,Action,Instantaneous,Evocation,Self (15-foot cube),V, S,Bard, Druid, Sorcerer, Wizard,,A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. True Strike,PHB,Cantrip,Action,Concentration, up to 1 round,Divination,30 feet,S,Bard, Sorcerer, Warlock, Wizard,,You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended., Witch Bolt,PHB,1st,Action,Concentration, up to 1 minute,Evocation,30 feet,V, S, M (a twig from a tree that has been struck by lightning),Sorcerer, Warlock, Wizard,,A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Sorcerer 2, south

Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Druid, Ranger, Sorcerer, Wizard,,The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Acid Splash,PHB,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Blade Ward,PHB,Cantrip,Action,1 round,Abjuration,Self,V, S,Bard, Sorcerer, Warlock, Wizard,,You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Booming Blade,TCE,Cantrip,Action,1 round,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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 then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Burning Hands,PHB,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,Sorcerer, Wizard,,As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Catapult,XGE,1st,Action,Instantaneous,Transmutation,60 feet,S,Artificer, Sorcerer, Wizard,,Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Chaos Bolt,XGE,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer,,You 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, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf 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.A creature can be targeted only once by each casting of this spell., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. Charm Person,PHB,1st,Action,1 hour,Enchantment,30 feet,V, S,Bard, Druid, Sorcerer, Warlock, Wizard,,You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Chill Touch,PHB,Cantrip,Action,1 round,Necromancy,120 feet,V, S,Sorcerer, Warlock, Wizard,,You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Chromatic Orb,PHB,1st,Action,Instantaneous,Evocation,90 feet,V, S, M (a diamond worth at least 50 gp),Sorcerer, Wizard,,You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Color Spray,PHB,1st,Action,1 round,Illusion,Self (15-foot cone),V, S, M (a pinch of powder or sand that is colored red, yellow, and blue),Sorcerer, Wizard,Bard,A dazzling array of flashing, colored light springs from your hand. Roll 6d10 Name,Source,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,1st,Reaction,1 round,Abjuration,Self,S,Artificer, Druid, Ranger, Sorcerer, Wizard,,The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Acid Splash,PHB,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Blade Ward,PHB,Cantrip,Action,1 round,Abjuration,Self,V, S,Bard, Sorcerer, Warlock, Wizard,,You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Booming Blade,TCE,Cantrip,Action,1 round,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,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 then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Burning Hands,PHB,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,Sorcerer, Wizard,,As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Catapult,XGE,1st,Action,Instantaneous,Transmutation,60 feet,S,Artificer, Sorcerer, Wizard,,Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Chaos Bolt,XGE,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer,,You 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, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf 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.A creature can be targeted only once by each casting of this spell., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. Charm Person,PHB,1st,Action,1 hour,Enchantment,30 feet,V, S,Bard, Druid, Sorcerer, Warlock, Wizard,,You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Chill Touch,PHB,Cantrip,Action,1 round,Necromancy,120 feet,V, S,Sorcerer, Warlock, Wizard,,You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Chromatic Orb,PHB,1st,Action,Instantaneous,Evocation,90 feet,V, S, M (a diamond worth at least 50 gp),Sorcerer, Wizard,,You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Color Spray,PHB,1st,Action,1 round,Illusion,Self (15-foot cone),V, S, M (a pinch of powder or sand that is colored red, yellow, and blue),Sorcerer, Wizard,Bard,A dazzling array of flashing, colored light springs from your hand. Roll 6d10