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Dancing Lights

  • casting time1 action
  • range120 feet

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

Phosphorus, wychwood or glowworm

You create up to 4 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 4 lights into 1 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.

Bard Evocation cantrip

Friends

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 minute

A bit of makeup [applied to your face], or an arcane focus

For the duration, you have advantage on all Charisma checks directed at 1 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.

Bard, Enchantment cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 round

A short piece of copper wire

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.

Bard, Transmutation cantrip

Thunderous Applause

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, takes 1d6 thunder damage.,,

Bard (XGE) Evocation cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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),it takes 1d4 psychic damage and it must succeed on a Wisdom roll of 10 or have disadvantage on the next attack roll it makes before the end of its next turn.
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Bard,, Enchantment cantrip

Charming Melody

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom roll of 10, and does so with advantage if you or your companions are fighting it. If it fails , 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.

,The creatures must be within 30 feet of each other when you target them.

Bard,, 1st level Enchantment

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. , The target takes 1d8 psychic damage and must immediately use its next action,, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. , A deafened creature is not affected.

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Bard 1st level Enchantment

Healing Nocturne

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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.
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Bard 1st level Evocation

Heroic March

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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Bard,, 1st level Enchantment

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Crescendo

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution roll of 10. On a fail, a creature takes1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes 1d4 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.
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Bard, 1st level Evocation

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom roll of 10 or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, 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, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet 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, 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.
, The creatures must be within 30 feet of each other when you target them.

Bard (TCE),, 1st level Enchantment

Harley's Humoresque

  • casting time1 action
  • range30 feet

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

Tiny tarts and a feather waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target falls prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make a Wisdom roll of 10 to break the spell. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Bard 1st level Enchantment

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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 roll of 10 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 harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Bard Transmutation cantrip

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Bard,, 1st level Transmutation

Sleep

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration1 minute

A pinch of find sand, rose petals, or a cricket

The bard plays a lullaby that sends creatures into a magical slumber. Roll 3d6 + 1d per level, 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.

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Bard, 1st level Enchantment

Singing Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • duration1d6+levl rounds

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 then takes 1d4 sonic damage. The spell continues until concentration is broken or song ends.,

Bard, Evocation cantrip

Rhythm of the fight

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration duration 6 turns, up to 1 round

You begin to hum as you engage in melee. Your magic grants you a brief insight into the target's defenses. On your next turns, you gain +1 attack and +2 damage when fighting that target and those of the same type., provided that this spell hasn't ended.

Bard, Divination cantrip

Adagio

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration duration 5 minutes,

You begin a slow song 1d6 creatures of your choosing begin to slow -1 Dex, -1 Initiative, and are otherwise slowed, after 3 turns the song slows further and they suffer -2 on Dex Initiative rolls, etc. ,,

Bard, 1st level enchantment

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Accelerando

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration duration 5 minutes,

You begin an uptempo song 1d6 creatures of your choosing begin to quicken +1 Dex, +1 Initiative, and are otherwise quickened, after 3 turns the song speeds up further and they gain +2 on Dex Initiative rolls, etc. ,,

Bard, 1st level enchantment

Elegy

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

The bard begins to play an elegy. Living creatures that have 0 or less hit points become stable as long as the bard continues the song. Creatures that are dying will continue to bleed out when the song ends due to lost concentration or otherwise.

Bard Necromancy cantrip

Libretto (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Bard, 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

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.

Bard, 1st level Illusion

Musical Bridge

  • casting time1 reaction
  • range60 feet

  • componentsV, M
  • duration1 minute

Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A quick strum creates a falling bridge of music that allows you to lightly step onto the ground. 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.

Bard, 1st level Transmutation

Unseen Servant (Ritual)

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 hour

A piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Bard 1st level Conjuration

Meena's Cruel Jig

  • casting time1 action
  • range30 feet

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

The bard plays a catchy jig. A creature of your choice within range starts dancing feverishly dropping their weapons and shield, losing an additional -3 AC as they are unable to defend themselves.,
At the end of each of its turns, and each time it takes damage, the target can make a Wisdom roll of 10 to break the spell. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Bard 1st level Enchantment

Tiny Dancer

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

A doll of any type. You touch a willing target (including yourself). The target shrinks down to a foot high. They begin dancing and may move and perform actions that can be performed while in dance--grabbing objects, jumping etc. are allowed but the dance will not allow them to hide, sneak, climb or attack.

Bard,, 1st level Transmutation

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