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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 30 feet 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 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

S

  • casting time such as broken chain link
  • range 2 halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

Bard M;Instantaneous;(2 lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration 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

Bard M;1 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

M;1 minute;(A bit of fleece)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

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration 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 its volume can range from a whisper to a scream. It can be your voice

S;Up to 1 hour;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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

muddy footprints harmless sensory effect

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Bard (XGE)

muddy footprints must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

up to 1 round;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

  • casting time provided that this spell hasn't ended.;Bard
  • range

muddy footprints you gain advantage on your first attack roll against the target

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)

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

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.

    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect 1 additional beast for each slot level above 1st. ;Bard

muddy footprints M;24 hours;(A morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;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;60 feet;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;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V

S

  • casting time up to 1 minute;(A drop of blood)Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

muddy footprints M;Concentration

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Bard
  • duration

muddy footprints and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time 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
  • range 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

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Bard

muddy footprints M;1 hour;(A pinch of soot and salt)For the duration

S;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

muddy footprints the healing increases by 1d8 for each slot level above 1st. ;Bard

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration 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

1 inch of common metal including your clothing

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

1 inch of common metal it takes 3d6 psychic damage and must immediately use its reaction

S;Instantaneous;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

  • casting time it becomes difficult terrain until cleared
  • range 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

  • components the damage increases by 1d6 for each slot level above 1st.;Bard (XGE)
  • duration

1 inch of common metal a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

up to 1 minute;Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration

  • casting time and the affected creature or object can't benefit from being invisible. ;Bard
  • range

1 inch of common metal objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it

1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;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;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration

M;1 minute;(A white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to 5 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

  • casting time and the spell ends for that creature.;Bard
  • range

1 inch of common metal it takes no falling damage and can land on its feet

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

1 inch of common metal

S;Concentration

  • casting time 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
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

1 inch of common metal up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(A pearl worth at least 100 gp and an owl feather)You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

M;10 days;(A lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells Consumed)You write on parchment

S

  • casting time you can target 1 additional creature for each slot level above 1st. ;Bard
  • range

you learn what spells M;1 hour;(A pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time up to 10 minute;(A bit of fleece)You create the image of an object
  • range a creature

  • components 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
  • duration it isn't accompanied by sound

smell

you learn what spells M;Concentration

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 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
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

you learn what spells M;1 minute;(A pinch of find sand

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Bard
  • duration

you learn what spells but at minimum

1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;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;60 feet;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;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Identify (Ritual);1st level Divination;1 minute;Touch;V 1;Identify (Ritual);1st level Divination;1 minute;Touch;V
1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V

S

  • casting time 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 must succeed on a Wisdom saving throw of fall prone
  • range 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

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Bard

you learn what spells M;Concentration

S;Instantaneous;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

  • 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 10 feet away from you by the spell's effect

  • components 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
  • duration the damage increases by 1d8 for each slot level above 1st. ;Bard

you learn what spells a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time mindless
  • range 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

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

you learn what spells M;1 hour;(A piece of string and a bit of wood)This spell creates an invisible

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration 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 spell ends. 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 the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells M;1 round;(a pinch of powder or sand that is colored red

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 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
  • 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

you learn what spells 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 you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

you learn what spells M;24 hours;(A morsel of food)By means of this spell

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    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

you learn what spells the target can make a Constitution saving throw. On a success

S;Concentration

  • casting time choose 1 of the following 2 effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Bard up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time up to 1 minute;(A sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Bard
  • duration

unless the DM rules otherwise. ;Bard M;Concentration

1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V
1;Command;1st level Enchantment ;1 action;60 feet;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;60 feet;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;Animal Messenger (Ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (Ritual);2nd level Enchantment ;1 action;30 feet;V
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Bard up to 1 minute;1 humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

S

  • casting time up to 1 minute;(A copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 hour;(Fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.

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

the spell ends. ;Bard M;Concentration

S;1 minute;You weave a distracting string of words

  • casting time and if you or your companions are fighting a creature
  • range it has advantage on the save. On a failed save

  • components the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.;Bard
  • duration

the spell ends. ;Bard causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically

S

  • casting time up to 1 minute;(A piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;(A small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Bard

the spell ends. ;Bard M;Concentration

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

the spell ends. ;Bard M;Concentration

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

the spell ends. ;Bard a chest

S;Instantaneous;You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Bard

the spell ends. ;Bard deafened

2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enthrall;2nd level Enchantment ;1 action;60 feet;V 2;Enthrall;2nd level Enchantment ;1 action;60 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Bard

the spell ends. ;Bard M;Instantaneous;(A bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time up to 10 minutes;(A forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

the spell ends. ;Bard M;Concentration

S

  • casting time Consumed)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

the spell ends. ;Bard M;Until dispelled;(A small bit of honeycomb and jade dust worth at least 10 gp

S

  • casting time up to 1 minute;(A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Bard (XGE)
  • range

and other stimuli and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Bard

and other stimuli M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-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

and other stimuli M;Instantaneous;(A chip of mica)A sudden loud ringing noise

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Bard

and other stimuli up to 10 minutes;For the duration

S;Concentration

and other stimuli up to 1 hour;You cause up to 10 words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Bard (XGE)

2;Locate Animals or Plants (Ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (Ritual);2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Magic Mouth (Ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (Ritual);2nd level Illusion;1 minute;30 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V
2;Skywrite (Ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (Ritual);2nd level Transmutation;1 action;Sight;V

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

and other stimuli up to 8 hours;(A snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Bard (XGE)

and other stimuli remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Bard
  • range

and other stimuli a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Bard (TCE)
  • range

and other stimuli M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

and other stimuli M;Concentration

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

and other stimuli the duplicates move with you and mimic your actions

2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V