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Tale of the Mind-Bender (12)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

You invoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Bard

Tale of the Angel (11)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier,and you end one condition from the following list affecting the target: blinded,deafened,paralyzed,petrified,or poisoned.

Bard

Tale of the Dragon (10)

  • casting time 1 action
  • range 30ft

  • components -
  • duration Instantaneous

The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw,taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save,or half as much damage on a successful one.

Tale of the Brute (9)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save,a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Tale of the Phantom (8)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility,the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.

Bard -

Tale of the Beguiler (7)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die,and the target is incapacitated until the end of its next turn.

Bard

Tale of the Traveler (6)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points,the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.

Bard

Tale of the Avenger (5)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration 1 min

For 1 minute,any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.

Bard

Tale of the Runaway (4)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports,it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.

Bard -

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Tale of the Beloved Friends (3)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier

Bard -

Tale of the Renowned Duelist (2)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

You make a melee spell attack against the target. On a hit,the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.

Bard -

Tale of the Clever Animal (1)

  • casting time 1 action
  • range 30 ft

  • components -
  • duration Instantaneous

For the next 10 minutes,whenever the target makes an Intelligence,a Wisdom,or a Charisma check,the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.

Bard -

Silvery Barbs

  • casting time 1 reaction
  • range 60 ft

  • components V
  • duration Instantaneous

When a creature you can see within 60 feet of yourself succeeds on an attack roll,an ability check,or a saving throw,The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll,ability check,or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard Enchantment

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

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

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationUp 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,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to 3 of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.

Bard Transmutation cantrip

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

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

A copper piece

For the duration,you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,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,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 target must make a Wisdom saving throw. If it fails,you gain insight into its reasoning (if any),its emotional state,and something that looms large in its mind (such as something it worries over,loves,or hates). If it succeeds,the spell ends. Either way,the target knows that you are probing into its mind,and unless you shift your attention to another creature's thoughts,the creature can use its action on its turn to make an

Bard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

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

A copper piece

Intelligence check contested by your Intelligence check if it succeeds,the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts,so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration,you can search for thoughts within 30 feet of you. The spell can penetrate barriers,but 2 feet of rock,2 inches of any metal other than lead,or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way,you can read its thoughts for the rest of the duration as described above,even if you can't see it,but it must still be within range.

Bard 2nd level Divination

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Detect Magic (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Bard, 1st level Divination

Healing Word

  • 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.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d4 for each slot level above 1st.

Bard, 1st level Evocation

Heat Metal

  • casting time1 action
  • range60 feet

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

A piece of iron and a flame

Choose a manufactured metal object,such as a metal weapon or a suit of heavy or medium metal armor,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,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,it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot above 2nd.

Bard,, 2nd level Transmutation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Bard,, 3rd level Abjuration

Speak with Dead

  • casting time1 action
  • range10 feet

  • componentsV,S,M
  • duration10 minutes

Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range,allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends,you can ask the corpse up to 5 questions. The corpse knows only what it knew in life,including the languages it knew. Answers are usually brief,cryptic,or repetitive,and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body,only its animating spirit. Thus,the corpse can't learn new information,doesn't comprehend anything that has happened since it died,and can't speculate about future events.

Bard,, 3rd level Necromancy

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration,up to six creatures of your choice that you can see within range regain 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 4th level or higher,the healing increases by 1d4 for each slot level above 3rd.

Bard (TCE) 3rd level Evocation

Slow

  • casting time1 action
  • range120 feet

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

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved,it takes a -2 penalty to AC and Dexterity saving throws,and it can't use reactions. On its turn,it can use either an action or a bonus action,not both. Regardless of the creature's abilities or magic items,it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action,roll a d20. On an 11 or higher,the spell doesn't take effect until the creature's next turn,and the creature must use its action on that turn to complete the spell. If it can't,the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save,the effect ends for it.

Bard (TCE), 3rd level Transmutation

Confusion [1/2]

  • casting time1 action
  • range90 feet

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

3 nut shells

This spell assaults and twists creatures' minds,spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction,roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach,the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns,an affected target can make a Wisdom saving throw. If it succeeds,this effect ends for that

Bard,, 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

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

3 nut shells

target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the radius of the sphere increases by 5 feet for each slot above 4th.

Bard,, 4th level Enchantment

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Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see,one you can visualize,or one you can describe by stating distance and direction,such as 200 feet straight downward or upward to the northwest at a 45-degree angle,300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature,you and any creature traveling with you each take 4d6 force damage,and the spell fails to teleport you.

Bard,, 4th level Conjuration

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