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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 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), 11th level (3d4) and 17th level (4d4).

Bard Enchantment cantrip

Lesser Charm

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 Minute

You attempt to charm a humanoid you can see within range. The targeted creature makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by you until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until it performs a minor favor for you. The charmed creature regards you as a friendly acquaintance or distant kin. It is willing to reveal a secret, open a door, lift an object, share food or water, or perform another favor on a similar level. It won’t fight on your behalf, defend you in combat, put its life or property at risk, or threaten or harm someone else it considers a friend. When the spell ends, the creature knows it was charmed by you.

Bard Enchantment cantrip

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 must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, 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. On a successful save, 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 1st level Enchantment

Command [1/2]

  • 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 saving throw 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect

Bard (TCE) 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Bard (TCE) 1st level Enchantment

Unearthly Chorus

  • casting time1 action
  • rangeSelf (30 foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Bard 1st level Illusion

Earworm Melody

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationConcentration, up to 1 minute

You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration. For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.
At Higher Levels.
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Bard 1st level Enchantment

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