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Silence

  • casting time Action or ritual
  • range 120 ft.

  • components V, S
  • duration Concentration, 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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Bard 2nd Level Illusion

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Bard 2nd Level Illusion

Illusory Script

  • casting time 1 minute or ritual
  • range Touch

  • components S, M
  • duration 10 days

Ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be 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 magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has Truesight can read the hidden message.

Bard 1st Level Illusion

Healing Word

  • casting time Bonus Action
  • range 60 ft.

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Bard 1st Level Abjuration

Dissonant Whispers

  • casting time Action
  • range 60 ft.

  • components V
  • duration Instantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes 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 away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Bard 1st Level Enchantment

Color Spray

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

A pinch of colorful sand

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

Bard 1st Level Illusion

Vicious Mockery

  • casting time Action
  • range 60 ft.

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Bard Enchantment Cantrip

Friends

  • casting time Action
  • range 10 ft.

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

Some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Bard Enchantment Cantrip

Font of Inspiration

  • casting time
  • range

  • components
  • duration

You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Bard

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Bardic Inspiration

  • casting time
  • range

  • components
  • duration

As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Bard

Peerless Skill

  • casting time
  • range

  • components
  • duration

When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration, roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.

Bard College of Lore

Magical Discoveries

  • casting time
  • range

  • components
  • duration

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Bard College of Lore

Cutting Words

  • casting time
  • range

  • components
  • duration

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration, roll your Bardic Inspiration die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

Bard College of Lore

Vampiric Bite

  • casting time
  • range

  • components
  • duration

When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.

In addition, when you deal this damage to a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways:

Drain. You regain Hit Points equal to the Piercing damage dealt.

Strengthen. You gain a bonus to the next ability check or attack roll you make within the next minute, the bonus is equal to the Piercing damage dealt.

You can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Dhampir

Spider Climb

  • casting time
  • range

  • components
  • duration

You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Dhampir

Tireless Reveler

  • casting time
  • range

  • components
  • duration

When an ally you can see within 60 feet of yourself expends Heroic Inspiration, you can gain Heroic Inspiration if you lack it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

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