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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 6 sqrs each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Bard 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 9m 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

it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

Bard 11th level (3d4) and 17th level (4d4). ;Bard

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    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. ;Bard

Bard it takes 3d6 psychic damage and must immediately use its reaction

the healing increases by 1d4 for each slot level above 1st. ;Bard

Bard

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 4 sqrs 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
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

Bard M;1 minute;(A pinch of find sand

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 3-sqrs cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 2 sqrs away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 90m.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Bard

Bard a creature takes 2d8 thunder damage and is pushed 2 sqrs away from you. On a successful save

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 1 sqr of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Bard or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

S

  • casting time up to 1 hour;(An eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Bard

Bard M;Concentration

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 2-sqrs-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher

Bard M;Instantaneous;(A chip of mica)A sudden loud ringing noise

0;Mage Hand;Conjuration cantrip;1 action;6 sqrs;V 0;Mage Hand;Conjuration cantrip;1 action;6 sqrs;V
0;Vicious Mockery;Enchantment cantrip;1 action;12 sqrs;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) 0;Vicious Mockery;Enchantment cantrip;1 action;12 sqrs;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you)
1;Dissonant Whispers;1st level Enchantment ;1 action;12 sqrs;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;12 sqrs;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Healing Word;1st level Evocation;1 bonus action;12 sqrs;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + 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
1;Healing Word;1st level Evocation;1 bonus action;12 sqrs;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + 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
1;Sleep;1st level Enchantment ;1 action;18 sqrs;V 1;Sleep;1st level Enchantment ;1 action;18 sqrs;V
1;Thunderwave;1st level Evocation;1 action;Self (3-sqrs cube);V 1;Thunderwave;1st level Evocation;1 action;Self (3-sqrs cube);V
1;Command;1st level Enchantment ;1 action;12 sqrs;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;12 sqrs;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Shatter;2nd level Evocation;1 action;12 sqrs;V 2;Shatter;2nd level Evocation;1 action;12 sqrs;V