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PROTECTION FROM ENERGY

  • casting time 1 action
  • range Touch

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

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Bard (Doss lute) 3rd level Abjuration

FLY

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minute

a feather

() You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Bard (Doss lute) 3rd level Transmutation

PROTECTION FROM POISON

  • casting time 1 action
  • range Touch

  • components V. S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Bard (Doss lute) 2nd level Abjuration

LEVITATE

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a metal spring

() One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Bard (Doss lute) 2nd level Transmutation

INVISIBILITY

  • casting time 1 action
  • range Touch

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

an eyelash in gum arabic

() A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Bard (Doss lute) 2nd level Illusion

PROTECTION FROM EVIL AND GOOD

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

() Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Bard (Doss Lute) 1st level Abjuration

ANIMAL FRIENDSHIP

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

() Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Bard (Doss Lute) 1st level Enchantmant

SLOW

  • casting time 1 action
  • range 120 feet

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

a drop of molasses

() You alter time around up to six creatures of your choice in a 40-foot Cube within 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 take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.

An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Bard 3rd level Transmutation

HYPNOTIC PATTERN

  • casting time 1 action
  • range 120 feet

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

a pinch of confetti

() You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Bard 3rd level Illusion

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FIREBALL

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a ball of bat guano and sulfur

() A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Bard (Magical secrets) 3rd level Evocation

COUNTERSPELL

  • casting time 1 reaction
  • range 60 feet

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Bard (Magical secrets) 3rd level Abjuration

SHATTER

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a chip of mica

() A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Bard 2nd level Evocation

ENHANCE ABILITY

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

fur or a feather

() You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Bard 2nd level Transmutation

CLOUD OF DAGGERS

  • casting time 1 action
  • range 60 feet

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

a sliver of glass

() You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

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

Bard 2nd level Conjuration

IDENTIFY (RITUAL)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth 100+ GP

() You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Bard 1st level Divination

HEALING WORD

  • casting time 1 bonus action
  • range 60 feet

  • 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 1 action
  • range 60 feet

  • 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

VICIOUS MOCKERY

  • casting time 1 action
  • range 60 feet

  • 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

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MINOR ILLUSION

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study 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 faint to the creature.

Sound. 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.
Image. 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, since things can pass through it.

Bard Illusion cantrip

MAGE HAND

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Bard Conjuration cantrip

FRIENDS

  • casting time 1 action
  • range 10 feet

  • components S, M
  • duration 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

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