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Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

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.

When you cast the spell, 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magical items, or carry more than 10 pounds.

Bard Conjuration cantrip

Vicious Mockery

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw, or take 1d6 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 1d6 when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6).

Bard Enchantment cantrip

Dissonant Whispers

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route.

On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.

Bard Level 1 Enchantment

Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 + your spellcasting ability modifier.

Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.

Bard Level 1 Abjuration

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at a minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Bard Level 1 Divination

Tasha's Hideous Laughter

  • casting timeAction
  • range30 feet

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

A tart and a feather

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollaby if it's capable of laughter, and it can't end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.

Bard Level 1 Enchantment

Cloud of Daggers

  • casting timeAction
  • range60 feet

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

A sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space.

On later turns, you can take a Magic action to teleport the Cube up to 30 feet.

Using a Higher-Level Spell Slot: The damage increases by 2d4 for each spell slot level above 2.

Bard Level 2 Conjuration

Enlarge/Reduce [1/2]

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see chosen effect below).

A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.

Everything that the targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once.
A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

Enlarge:
The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attackes with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

Reduce:
Reduce: Reduce:

Bard Level 2 Transmutation

Enlarge/Reduce [2/2]

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

Reduce:
The target's size decreases by one category - from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).

Bard Level 2 Transmutation

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