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Mage Hand

  • casting time1 action
  • 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.
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 magical items,or carry more than 10 pounds.

Bard, Conjuration cantrip

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 minute

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.
If a creature uses its action to examine the sound or image,the creature 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

Bard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 minute

Fleece

faint to the creature.

Bard Illusion 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

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range,other than you,must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).

Bard (XGE), 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

Comprehend Languages (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

A pinch of soot and salt

For the duration,you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see,but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
This spell doesn't decode secret messages in a text or glyph,such as an arcane sigil,that isn't part of a written language.

Bard,, 1st level Divination

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

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

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Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV,M
  • duration1 minute

A white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.

Bard,, 1st level Transmutation

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

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends,the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends,the target loses any remaining temporary hit points from this spell.

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.

Bard 1st level Enchantment

Identify (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

A pearl worth at least 100 gp and an owl feather

You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object,you learn its properties and how to use them,whether it requires attunement to use,and how many charges it has,if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell,you learn which spell created it.
If you instead touch a creature throughout the casting,you learn what spells,if any,are currently affecting it.

Bard, 1st level Divination

Sleep

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • duration1 minute

A pinch of find sand,rose petals,or a cricket

This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.

Bard,, 1st level Enchantment

Speak with Animals (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence,but at minimum,beasts can give you information about nearby locations and monsters,including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you,at the DM's discretion.

Bard 1st level Divination

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

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

Tiny tarts and a feather waved in the air

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

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV,S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.

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

Bard,, 1st level Evocation

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails,the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,the target can make a Constitution saving throw. On a success,the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target 1 additional creature for each slot level above 2nd.

Bard, 2nd level Necromancy

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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

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

Invisibility

  • casting time1 action
  • rangeTouch

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

An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target 1 additional creature for each slot level above 2nd.

Bard, 2nd level Illusion

Knock

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location,as long as that object is within 1,000 feet of you. If the object is in motion,you know the direction of its movement.
The spell can locate a specific object known to you,as long as you have seen it up close - within 30 feet - at least once. Alternatively,the spell can locate the nearest object of a particular kind,such as a certain kind of apparel,jewelry,furniture,tool,or weapon.
This spell can't locate an object if any thickness of lead,even a thin sheet,blocks a direct path between you and the object.

Bard,, 2nd level Divination

Silence (Ritual)

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage,and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Bard, 2nd level Illusion

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,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 in such a manner as 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.
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 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't performed.

Bard, 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

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

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

Bard, 2nd level Enchantment

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