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Suggestion

  • casting time 1 action
  • range 30 feet

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

You have to point at them while you give them the command

You suggest a course of activity (limited to a sentence or 2) and psychically influence a creature you can see within range that can hear and understand you. Creatures immune to Charm 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 do some obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, 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, you might suggest that a knight give 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

Detect Thoughts (1/day free) [1/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

You have to strain really hard, so your nose bleeds

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, who has an Intelligence higher than 3, and speaks a language, otherwise 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 Intelligence

Bard 2nd level Divination

Detect Thoughts (1/day free) [2/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

You have to strain really hard, so your nose bleeds

check contested by your Intelligence check if it succeeds, the spell ends.
You can also use this spell to detect the presence of thinking creatures you can't see. You can search for thoughts within 30 feet of you. 2 feet of rock, 2 inches of any metal, or a thin sheet of lead blocks you. You can't detect a stupid creature. that doesn't speak any language.

Bard 2nd level Divination

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

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

Enthrall

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 minute

You weave a distracting string of words, 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, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, 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 2nd level Enchantment

Illusory Script (Ritual)

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 10 days

A lead-based ink worth at least $10, Consumed

You write on parchment, paper, or some other suitable writing material and imbue it with a potent psychic illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or alien script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

Bard 1st level Illusion

Hideous Laughter

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Make a joke

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, 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, and each time it takes damage, 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 1st level Enchantment

Message

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration 1 round

Put your Fingers on your Temples and stare at your target

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, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 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 Transmutation cantrip

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Friends

  • casting time 1 action
  • range Self

  • components S, M
  • duration Concentration, up to 1 minute

Wave your hand and do the jedi-mind-trick

For the duration, you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion), depending on the nature of your interaction with it.

Bard Enchantment cantrip

Command

  • 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.
The DM determines how the target behaves. If the target can't follow your command, the spell ends.

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

Dissonant Whispers

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

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

Zone of Truth

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 10 minutes

You create a psychic zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, 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, 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 2nd level Enchantment

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Bard Divination Cantrip

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

Do you need to squeeze a few more bucks out of a merchant. Do you need to downplay the worth of some political assets when the tax collector stops by? Distort value has you covered.

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding psychic imprints of flourishes or polish to it, or reducing its perceived value by half with the help of psychic imprints of scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

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

Bard 1st level Illusion

Muscular Shutdown

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You target the nervous system of a creature within range, and attempt to shutdown their muscles with a psychic impulse. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Bard 2nd level necromancy

Nevermind

  • casting time 1 reaction, which you take when you speak to another creature
  • range Self

  • components V, S
  • 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

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