Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Minor Illusion

  • casting time1 action
  • range9m

  • componentsS, M
  • duration1 minute

A bit of fleece

You create a sound or an image of an object.. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice 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.
If you create an image of an object - it must be no larger than a 1,5m 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, because things can pass through it.
If a creature uses its 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.

Bard Illusion cantrip

Mage Hand

  • casting time1 action
  • range9m

  • componentsV, S
  • duration1 minute

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 further than 9m from you or if you cast it 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 9m each time you use it.
The hand can't attack, activate magical items, or carry more than 5kg.

Bard Conjuration cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

2 magnes

This spell repairs a single break or tear in an object you touch, such as broken chain link, 2 halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 30cm in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Bard Transmutation cantrip

Vicious Mockery

  • casting time1 action
  • range18m

  • 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 (no need to 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.

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

Bard Enchantment cantrip

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 30cm 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

Dissonant Whispers

  • casting time1 action
  • range18m

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make 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 as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bard 1st level Enchantment

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

Bard 1st level Enchantment

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You touch a creature. The creature jump distance is tripled until the spell ends.

Bard 1st level Transmutation

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1

Tasha's Hideous Laughter

  • casting time1 action
  • range9m

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Tiny tarts and a feather waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Bard 1st level Enchantment

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, 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 following effects - the target gains the effect until the spell ends.
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 6m 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.

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

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on 1 creature that you can see within 9m of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an

Bard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A copper piece

Intelligence check contested by your Intelligence check if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 9m of you. The spell can penetrate barriers, but 0,5m of rock, 5cm of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Bard 2nd level Divination

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on 1 creature that you can see within 9m of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an

Bard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A copper piece

Intelligence check contested by your Intelligence check if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 9m of you. The spell can penetrate barriers, but 0,5m of rock, 5cm of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Bard 2nd level Divination

Bard

Bard

Bard

1 1
2 2
2 2
2 2
2 2
2 2

Features & Traits

Astral Knowledge - Kiedykolwiek kończysz long rest, zyskujesz biegłość w jednej wybranej umiejętności oraz w jednej wybranej broni lub narzędziu do następnego long resta.

Silver Tongue - Gdy wykonujesz test Charyzmy (Perswazja) lub Charyzmy (Oszustwo), rzut d20 może być min. 10.

Jack of All Trades - Możesz dodać połowę swojego bonusu biegłości, zaokrąglając w dół, do każdego testu umiejętności, który nie obejmuje już twojego bonusu biegłości.

False Identity - Masz drugą tożsamość (dokumenty, ustalone znajomości i przebrania). Możesz podrabiać dokumenty, w tym oficjalne papiery i listy osobiste, o ile widziałeś przykład tego rodzaju dokumentu lub pismo, które próbujesz skopiować.

Bard Features & Traits

Features & Traits

Psychic Resilience - Masz odporność na obrażenia psychiczne (50% obrażeń).

Githyanki Psionics - Znasz cantrip Mage Hand, a ręka jest niewidzialna gdy rzucasz go tą cechą. Otrzymujesz też czary Jump oraz Misty Step i możesz rzucić jeden z nich raz na long rest wykorzystując tą cechę bez komponentów lub normalnie za komórkę czaru. (Rzucasz z Charyzmy).

Song of Rest - Gdy ty lub dowolne przyjazne istoty, które mogą usłyszeć twoją kojącą muzykę, odzyskują punkty życia podczas short resta, każda z tych istot odzyskuje dodatkowo 1d6 punktów życia (9lev: 1d8, 13lev: 1d10, 17lev: 1d12).

Bard Features & Traits

Features & Traits

Bardic Inspiration - W ramach akcji bonusowej w swojej turze, wybierz jedną istotę inną niż ty w odległości 18 metrów od ciebie, która może cię usłyszeć. Ta istota zyskuje jedną kostkę Bardic Inspiration, d6 (5lev: d8, 10lev: d10, 15lev: d12).

Raz w ciągu następnych 10 minut, istota może rzucić kostką i dodać wyrzuconą liczbę do jednego testu umiejętności, ataku lub rzutu obronnego, który wykonuje. Istota może poczekać z użyciem kostki do momentu po rzuceniu d20, ale musi zdecydować przed tym, jak DM powie, czy rzut był udany czy nie. Po rzuceniu kostki Bardic Inspiration, kostka zostaje utracona. Istota może mieć tylko jedną kostkę Bardic Inspiration na raz. Możesz użyć tej cechy tyle razy ile modyfikator Charyzmy na long rest.

Unsettling Words - W akcji bonusowej, możesz wydać jedno użycie Bardic Inspiration i wybrać jedną istotę, którą widzisz w odległości 18 metrów od ciebie. Rzuć kostką Bardic Inspiration. Istota musi odjąć liczbę wyrzuconą od następnego rzutu obronnego, który wykona przed początkiem twojej następnej tury.

Magical Inspiration - Kostka Bardic Inspiration może być wykorzystywana do zwiększenia obrażeń lub leczenia tylko czarów.

Bard Features & Traits

Features & Traits

Countercharm - W ramach akcji, możesz rozpocząć występ, który trwa do końca twojej następnej tury. W tym czasie ty i wszystkie przyjazne istoty w odległości 9 metrów od ciebie mają przewagę na rzuty obronne przeciwko byciu przestraszonym lub oczarowanym. Istota musi cię słyszeć, aby zyskać ten efekt. Występ kończy się wcześniej, jeśli zostaniesz obezwładniony lub uciszony, lub jeśli dobrowolnie go zakończysz (nie wymaga to akcji).

Unfailing Inspiration - Gdy istota doda jedną z twoich kostek Bardic Inspiration do swojego testu umiejętności, ataku lub rzutu obronnego i rzut zakończy się niepowodzeniem, istota może zachować kostkę Bardic Inspiration.

Universal Speech - W ramach akcji wybierz jedną lub więcej istot (maksymalnie ilość wartości modyfikatora z Charyzmy) w odległości 18 metrów od ciebie. Wybrane istoty mogą magicznie cię zrozumieć, niezależnie od języka, którym mówisz, przez 1 godzinę. Raz na long rest lub sza komórkę dowolnego czaru.

Bard Features & Traits

Dispel Magic

  • casting time1 action
  • range36m

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Bard 3rd level Abjuration

Antagonize

  • casting time1 action
  • range9m

  • componentsV, S, M
  • durationInstantaneous

A playing card depicting a rogue

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Bard 3rd level Enchantment

Raulothim's Psychic Lance

  • casting time1 action
  • range36m

  • componentsV
  • durationInstantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Bard 4th level Enchantment

Phantasmal Killer

  • casting time1 action
  • range36m

  • componentsV, S
  • durationConcentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Bard 4th level Illusion

Detect Thoughts

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A copper piece

When you cast this spell and as an action on each turn until the spell ends, you can read the thoughts of a creature you can see within 9m of you. The spell doesn’t work on creatures with an Intelligence of 3 or lower or that don’t speak any language. You can use your action to switch to another creature’s thoughts or dive deeper into the thoughts of the current target. If you dive deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning, its emotional state, and something that looms large in its mind. If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind. Unless you switch to another creature’s thoughts, the target can use its action on its turn to make an Intelligence contest against you. If it wins, the spell ends.
You can also use this spell to detect the presence of thinking creatures within 9m of you, even if you cannot see them.

Bard 2nd level Divination

0 0
0 0
0 0
0 0
3 3
3 3
4 4
4 4
2 2

Bard

Bard

Bard

Bard

Prestidigitation

  • casting time1 action
  • range3m

  • componentsV, S
  • durationUp 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 30cm cube
• You chill, warm, or flavor up to 30cm cube 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

Modify Memory [1/2]

  • casting time1 action
  • range9m

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to reshape another creature's memories. 1 creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered.
-
-
-

Bard 5th level Enchantment

Modify Memory [2/2]

  • casting time1 action
  • range9m

  • componentsV, S
  • durationConcentration, up to 1 minute

Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Bard 5th level Enchantment

Mass Cure Wounds

  • casting time1 action
  • range18m

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 9m-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Bard 5th level Evocation

Fly

  • casting time1 action
  • rangeTouch

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

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 18m for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Bard 3rd level Transmutation

0 0
5 5
5 5
5 5
3 3

Temporal Shunt

  • casting time1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
  • range36m

  • componentsV, S
  • duration1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 9m of each other.

Bard 5th level Transmutation

5 5