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Magical Inspiration [Oberron]

  • casting time Free Action
  • range 60ft

  • components none
  • duration 10 minutes

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell.

Add the number rolled as a bonus to the hit points regained or the damage dealt.

The Bardic Inspiration die is then lost.

From Bonito Feature

Magical Inspiration [Ki'ru]

  • casting time Free Action
  • range 60ft

  • components none
  • duration 10 minutes

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell.

Add the number rolled as a bonus to the hit points regained or the damage dealt.

The Bardic Inspiration die is then lost.

From Bonito Feature

Bardic Inspiration

  • casting time Bonus Action
  • range 60ft

  • components V
  • duration 10 minutes

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

O O O O / Long Rest

Bard Feature

Commanding Speech

  • casting time 1 action
  • range 60ft (10ft, 5ft+)

  • components V
  • duration 1 Round

Blessed or cursed with this vocal prowess, you can make those around you with weak minds be at your beck and call. You can utilize the Command spell without using a spell slot for 3 times per long rest.

Your power grows as you use spell slots to strengthen your ability. With the use of a first-level slot, you can affect anyone who can hear and understand your language within a 10-ft range. This range will increase by 5 feet with every level higher than 1.

O O O / Long Rest

Bard Feature

Knock

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, 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, unstuck, or unbarred. If the object has multiple locks, only 1 of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Bard 2nd level Transmutation

Vicious Mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 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), 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

Minor Illusion [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

A bit of fleece

If a creature uses its action to examine the sound or image, it can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Bard Illusion cantrip

Minor Illusion [1/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 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, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, 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, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.

Bard Illusion cantrip

Command [2/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

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

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Command [1/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 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, 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 ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it can do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Bard (TCE) 1st level Enchantment

Suggestion [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration, up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

The target must make a WISDOM SAVING THROW On a failed save, it pursues 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, you might suggest that a knight ride her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Bard 2nd level Enchantment

Suggestion [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration, 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 to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

Bard 2nd level Enchantment

Crown of Madness

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, 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, a twisted crown of jagged iron appears on its head, and 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, you must use your action to maintain control over the target, 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 2nd level Enchantment

Gift of Gab

  • casting time 1 Reaction
  • range Self

  • components
  • duration Instantaneous

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Bard 2nd Level Enchantment

Charm Person

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

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, 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 1st level Enchantment

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, 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, 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, and the affected creature or object can't benefit from being invisible.

Bard 1st level Evocation

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

Mage Hand

  • casting time 1 action
  • range 30ft

  • components V, S
  • duration 1 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.

You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.

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

Bard Cantrip

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