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Mantle of Inspiration

  • casting time Bonus Action
  • range 60 ft

  • components N/A
  • duration

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

College of Glamour Ability - Level 3

Enthralling Performance

  • casting time 1 min
  • range 60 ft

  • components N/A
  • duration 1 hour

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of humanoids equal to charisma modifier within range who watched and listened to all of it, Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once per short rest

College of Glamour Ability - Level 3

Mantle of Majesty

  • casting time Bonus Action
  • range 60 ft

  • components N/A
  • duration 1 min C

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Bard Ability - Level 6

Unbreakable Majesty

  • casting time Instant
  • range Self

  • components N/A
  • duration 1 min C

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

College of Glamour Ability - Level 14

Countercharm

  • casting time N/A
  • range 30 feet

  • components N/A
  • duration End of Next Turn

Use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn.

During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Bard Ability Level 6

Nathair's Mischief

  • casting time Instant
  • range 60 ft

  • components S, M
  • duration 1 min C

Piece of Apple Pie Crust

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a D4 to determine effect, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. Actions happen until next turn

1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling (incapacitated) and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain

Bard Spell Level 2

Slow

  • casting time Instant
  • range 120 ft

  • components V S M
  • duration 1 min C

A drop of Molasses

You alter time around up to 6 creatures of your choice in a 40-foot cube in range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Bard (special) Spell Level 3

Goat of Terror Figurine

  • casting time N/A
  • range 60 feet

  • components N/A
  • duration 3 hours

(Once per 15 days) Use an action to speak the command word and throw the figurine to the ground, the figurine becomes a giant goat that cannot attack. Cannot appear if occupied or no space. The creature is friendly to you and your companions. It understands your spoken commands. Either at duration or if it drops to 0 hit points or if you use an action to speak the command word again while touching it, it reverts to statue.

As an action, you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. The goat radiates a 30-foot-radius aura of terror while you are riding it. Hostile creatures that start a turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, they can repeat until success and they are then immune for 24 hours.

Wonderous Item

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