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Nimbus of Pathos

  • casting time 1 action
  • range Touch

  • components S
  • duration Up to 1 minute

You can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:

*The creature has a +4 bonus to AC.
*It has advantage on attack rolls and saving throws.
*When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage.
*Any weapon attack against the creature scores a critical hit on a roll of 18–20.

When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can’t use it again until you finish a long rest.

Bard (College of Tragedy) 14th Level Ability

Unstoppable

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Your words can twist the power of fate to create triumph from the promise of future despair.

When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a −10 penalty. If not used, this penalty disappears when you finish a short or long rest.

You can’t use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

Bard (College of Tragedy) 6th Level Ability

Tale of Hubris

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Up to 1 minute

You learn to weave a magical narrative that draws out the fatal arrogance of your foes.

When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall.

For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.

At Higher Levels: At 14th level, the critical hit range of this feature increases to 17–20.

Bard (College of Tragedy) 6th Level Ability

Sorrowful Fate

  • casting time 1 reaction
  • range 30 feet

  • components V, S
  • duration Up to 1 minute

You exploit a foe’s peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.

If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.

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

Bard (College of Tragedy) 3rd Level Ability

Poetry in Misery

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

You learn to harness the beauty in failure, finding inspiration in even the direst twists of fate.

Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

Bard (College of Tragedy) 3rd Level Ability

Countercharm

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

You gain the ability to 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 6th Level Ability

Song of Rest

  • casting time 1 action
  • range Up to 100 feet

  • components V
  • duration Instantaneous

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

At Higher Levels: The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard 2nd Level Ability

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Up 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

Bardic Inspiration

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration up to 10 minutes

You can use music or encouraging words to inspire one creature (other than yourself) that is within range and can hear you, granting them 1d6 bardic inspiration die for 10 minutes, or until it is used (whichever comes first).

You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you complete a long rest.

The inspired creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. They can wait until they roll a d20 before deciding to use their bardic inspiration die, but must decide before the DM calls if the roll succeeds or fails. Once a bardic inspiration die is rolled, it is lost. A creature can have only one bardic inspiration die at a time.

At Higher Levels: Your bardic inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Bard 1st Level Ability

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Oh, Snap!

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

An enemy wounded by the words of an ally gives you the opportunity to verbally kick them when they're down.

The target creature must make a Wisdom saving throw. On a failed save, they take 1d4 psychic damage and have disadvantage on concentration checks until the start of your next turn.

At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bard Evocation Cantrip

Enhance Ability (1/2)

  • casting time 1 action
  • range Touch

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

Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose 1 of the effects from the Enhance Ability list - the target gains the effect until 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 Transmutation

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

A firefly or phosphorescent moss

You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Bard 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

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

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

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Bard 1st level Evocation

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
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.

Bard 1st level Illusion

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

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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

Unseen Servant (Ritual)

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 hour

A piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Bard 1st level Conjuration

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

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

You create a magical 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

Enhance Ability (2/2)

  • casting time 1 action
  • range Touch

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

Fur or a feather from a beast

Enhance Ability list:
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.

Bard 2nd level Transmutation

Costume Change

  • casting time 1 action
  • range Self

  • components V, M
  • duration Instantaneous

Swap-It Moppet Within 30 feet

While Performing, you can swap costumes at any time by utilizing a vocalized or gestured sign to activate the Swap-It Moppet. All armor, jewelry, hairstyle, or makeup will not change - unless otherwise specified. Only clothing can be exchanged for other clothing.

A Swap-It Moppet requires the outfit to be prepared and must wear it for the duration of 1 long rest before it can be activated. Any Swap-It Moppet which are not appropriately prepared or clothed will result in a failure to alter your costume.

If you opt to use this outside of a performance (during/after combat), you can make a DC 10 Charisma (Performance) check in order to succeed or be physically holding the Swap-It Moppet.

Bard Evocation Cantrip

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