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Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

D C Am
Maa gische Hand oh oh oh

Can: manipulate object, open door, stow/retrieve item from open container, pour the contents out of a vial

Cannot: attack, activate magic items, carry more than 10 pounds


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

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Phrase von der Liste

WIS Save, 1d4 psychic damage + effect

Target: 1 creature you can see in range that can hear you

Failed Save: 1d4 psychic damage + disadvantage on next attack roll (before end of its next turn)


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

Am Bm7 Cadd9 B7
Gib dich mir hin, sei mir wohl gesinnt

WIS Save, effect: charmed

Target: 1 humanoid you can see in range (advantage if we fight it)

Failed Save: charmed, regards you as friendly (ends if we harm it)


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: +1 creature for each slot lvl, (must be within 30 feet of each other)

Bard 1st level Enchantment

Disguise Self

  • casting time1 action
  • rangeself

  • componentsV, S
  • duration1 hour

Am Dsus4 G Am
Fremdes Antlitz, Schleier fein, Lass mich nicht der Gleiche sein.

Can: 1 foot shorter/taller, thin/fat, same limbs

Cannot: physical inspection


No full text, short version:

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Lasts until the spell ends or until you use your action to dismiss it.

Bard 1st level Illusion

Silent Image

  • casting time1 action
  • range60 feet

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

Em Em G A
Schattenformen, Lichtgestalt, Stille Bilder wie gemalt

Can: object, creature, other visible phenomenon (15-foot cube), move naturally with action

Cannot: sound, smell, sensory effects


No full text, short version:

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Bard 1st level Illusion

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

Command Wort

>WIS Save, follow command

Target: 1 creature (no undead) you can see in range, must understand language

Failed Save: follow the command if not directly harmful


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

Bard 1st level Enchantment