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Blade Ward

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing dmg dealt by weapon attacks.

Bard abjuration cantrip

Dancing Lights

  • casting time 1 action
  • range 120 ft

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

Phosphorus, wychwood or glowworm

You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-ft radius.
‎ ‎ As a bonus action on your turn, you can move the lights up to 60 ft to a new spot within range. A light must be within 20 ft of another light created by this spell, and a light winks out if it exceeds the spell's range.

Bard evocation cantrip

Friends

  • casting time 1 action
  • range Self

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

A bit of makeup [applied to your face], or an arcane focus

For the duration, you have adv on all CHA checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion), depending on the nature of your interaction with it.

Bard enchantment cantrip

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

A firefly or phosphorescent moss

You touch 1 object that is no larger than 10 ft in any dimension. Until the spell ends, the object sheds bright light in a 20-ft radius and dim light for an additional 20 ft. 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 DEX save to avoid the spell.

Bard evocation cantrip

Mage Hand

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 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 ever more than 30 ft away from you or if you cast this spell 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 30 ft each time you use it.
‎ ‎ The hand can't attack, activate magical items, or carry more than 10 pounds.

Bard conjuration cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

2 lodestones

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 1 ft in any dimension, you mend it, leaving no trace of the former dmg.
‎ ‎ This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Bard transmutation cantrip

Message

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration 1 round

A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
‎ ‎ You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Bard transmutation cantrip

Minor illusion

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. 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, 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.
‎ ‎If you create an image of an object - such as a chair, muddy ftprints, or a small chest - it must be no larger than a 5-ft 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 INT (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

Prestidigitation

  • casting time 1 action
  • range 10 ft

  • 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 ft.
‎ ‎ • You chill, warm, or flavor up to 1 cubic ft 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

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Thunderclap

  • casting time 1 action
  • range 5 ft

  • components S
  • duration Instantaneous

You create a burst of thunderous sound that can be heard up to 100 ft away. Each creature within range, other than you, must make a CON save or take 1d6 thunder dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bard evocation cantrip

True Strike

  • casting time 1 action
  • range 30 ft

  • components S
  • duration ©, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain adv on your first attack roll against the target, provided that this spell hasn't ended.

Bard divination cantrip

Vicious Mockery

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

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 WIS save or take 1d4 psychic dmg and have disadv on the next attack roll it makes before the end of its next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Bard enchantment cantrip

Animal Friendship

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 hours

A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's INT is 4 or higher, the spell fails. Otherwise, the beast must succeed on a WIS save or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a 2nd+ level spell slot, you can affect 1 additional beast for each slot level above 1st.

Bard 1st-level enchantment

Bane

  • casting time 1 action
  • range 30 ft

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

A drop of blood

Up to 3 creatures of your choice that you can see within range must make CHA saves. Whenever a target that fails this save makes an attack roll or a save before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or save.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target 1 additional creature for each slot level above 1st.

Bard 1st-level enchantment

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

You attempt to charm a humanoid you can see within range. It must make a WIS save, and does so with adv if you or your companions are fighting it. If it fails the save, 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, you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.

Bard 1st-level enchantment

Color Spray

  • casting time 1 action
  • range Self (15-ft cone)

  • components V, S, M
  • duration 1 round

a pinch of powder or sand that is colored red, yellow, and blue

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many HP of creatures this spell can effect. Creatures in a 15-ft cone originating from you are affected in ascending order of their current HP (ignoring unconscious creatures and creatures that can't see).
‎ ‎ Starting with the creature that has the lowest current HP, each creature affected by this spell is blinded until the spell ends. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for the creature to be affected.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, roll an additional 2d10 for each slot level above 1st.

Bard 1st-level illusion

Command [1/2]

  • casting time 1 action
  • range 60 ft

  • components V
  • duration 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a WIS save or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
‎ ‎ Some typical commands and their effects follow.
‎ ‎ You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
‎ ‎ Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 ft of you.
‎ ‎ Drop. The target drops whatever it is holding and then ends its turn.
‎ ‎ Flee. The target spends its turn moving away from you by the fastest available means.
‎ ‎ Grovel. The target falls prone and then ends its turn.
‎ ‎ Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you

Bard 1st-level enchantment

Command [2/2]

  • casting time 1 action
  • range 60 ft

  • components V
  • duration 1 round

can affect one additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.

Bard 1st-level enchantment

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Comprehend Languages (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 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 time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.

Bard 1st-level evocation

Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration ©, up to 10 minutes

For the duration, you sense the presence of magic within 30 ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
‎ ‎ The spell can penetrate most barriers, but is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Bard 1st-level divination

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 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 ft 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 INT (Investigation) check against your spell save DC.

Bard 1st-level illusion

Dissonant Whispers

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

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 WIS save. On a failed save, it takes 3d6 psychic dmg 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 dmg and doesn't have to move away. A deafened creature automatically succeeds on the save.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.

Bard 1st-level enchantment

Earth Tremor

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a DEX save. On a failed save, a creature takes 1d6 bludgeoning dmg and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-ft-diameter portion requiring at least 1 minute to clear by hand.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.

Bard 1st-level evocation

Faerie Fire

  • casting time 1 action
  • range 60 ft

  • components V
  • duration ©, up to 1 minute

Each object in a 20-ft cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DEX save. For the duration, objects and affected creatures shed dim light in a 10-ft radius.
‎ ‎ Any attack roll against an affected creature or object has adv if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Bard 1st-level evocation

Feather Fall

  • casting time 1 reaction
  • range 60 ft

  • components V, M
  • duration 1 minute

A white feather or the heart of a hen

Reaction - When you or a creature within 60 ft of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling dmg and can land on its ft, and the spell ends for that creature.

Bard 1st-level transmutation

Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains HP equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d4 for each slot level above 1st.

Bard 1st-level evocation

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Heroism

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, 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 HP equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target 1 additional creature for each slot level above 1st.

Bard 1st-level enchantment

Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

A pearl worth at least 100 gp and an owl feather

You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
‎ ‎ If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Bard 1st-level divination

Illusory Script (ritual)

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 10 days

A lead-based ink worth at least 10 gp, Consumed

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
‎ ‎ To you and any creatures you designate when you cast the spell, the writing appears normal, 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, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
‎ ‎ Should the spell be dispelled, the original script and the illusion both disappear.
‎ ‎ A creature with truesight can read the hidden message.

Bard 1st-level illusion

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A pinch of dirt

You touch a creature. The target's speed increases by 10 ft until the spell ends.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target 1 additional creature for each slot level above 1st.

Bard 1st-level transmutation

Silent Image

  • casting time 1 action
  • range 60 ft

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

A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-ft cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
‎ ‎ You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
‎ ‎ Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Bard 1st-level illusion

Sleep

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration 1 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 HP of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures).
‎ ‎ Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dmg, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP 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, roll an additional 2d8 for each slot level above 1st.

Bard 1st-level enchantment

Speak with Animals (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Bard 1st-level divination

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, 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 WIS save of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an INT score of 4 or less isn't affected.
‎ ‎ At the end of each of its turns, and each time it takes dmg, the target can make another WIS save. The target has adv on the save if it's triggered by dmg. On a success, the spell ends.

Bard 1st-level enchantment

Thunderwave

  • casting time 1 action
  • range Self (15-ft cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-ft cube originating from you must make a CON save. On a failed save, a creature takes 2d8 thunder dmg and is pushed 10 ft away from you. On a successful save, the creature takes half as much dmg and isn't pushed.
‎ ‎ In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 ft.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d8 for each slot level above 1st.

Bard 1st-level evocation

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Unseen Servant (ritual)

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration 1 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 STR of 2, and it can't attack. If it drops to 0 HP, the spell ends.
‎ ‎ Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft 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 ft away from you, the spell ends.

Bard 1st-level conjuration

Aid

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current HP increase by 5 for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, a target's HP increase by an additional 5 for each slot level above 2nd.

Bard 2nd-level abjuration

Animal Messenger (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 hours

A morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-5 words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
‎ ‎ When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
‎ ‎
‎ ‎At Higher Levels. If you cast this spell using a spell slot of 3rd+ level, the duration of the spell increases by 48 hours for each slot level above 2nd.

Bard 2nd-level enchantment

Blindness/Deafness

  • casting time 1 action
  • range 30 ft

  • components V
  • duration 1 minute

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a CON save. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a CON save. On a success, the spell ends.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target 1 additional creature for each slot level above 2nd.

Bard 2nd-level necromancy

Calm Emotions

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-ft-radius sphere centered on a point you choose within range must make a CHA save a creature can choose to fail this save if it wishes. If a creature fails its save, choose 1 of the following 2 effects.
‎ ‎ You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
‎ ‎ Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Bard 2nd-level enchantment

Cloud of Daggers

  • casting time 1 action
  • range 60 ft

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

A sliver of glass

You fill the air with spinning daggers in a cube 5 ft on each side, centered on a point you choose within range. A creature takes 4d4 slashing dmg when it enters the spell's area for the first time on a turn or starts its turn there.
‎ ‎
‎ ‎At Higher Levels. when you cast this spell using a spell slot of 3rd+ level, the dmg increases by 2d4 for each slot level above 2nd.

Bard 2nd-level conjuration

Crown of Madness

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

1 humanoid of your choice that you can see within range must succeed on a WIS save or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
‎ ‎ The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
‎ ‎ On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a WIS save at the end of each of its turns. On a success, the spell ends.

Bard 2nd-level enchantment

Detect Thoughts [1/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, 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 any 1 creature that you can see within 30 ft of you. If the creature you choose has an INT 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 WIS save. 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 INT check contested by your INT check if it succeeds, the spell ends.
‎ ‎ Questions verbally directed at

Bard 2nd-level divination

Detect Thoughts [2/2]

  • casting time 1 action
  • range Self

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

A copper piece

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 30 ft of you. The spell can penetrate barriers, but 2 ft of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an INT 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

1 1
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2 2
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2 2

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, 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 adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
‎ ‎ Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
‎ ‎ Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
‎ ‎ Eagle's Splendor. The target has adv on CHA checks.
‎ ‎ Fox's Cunning. The target has adv on INT checks.
‎ ‎ Owl's WIS. The target has adv on WIS checks.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target 1 additional creature for each slot level above 2nd.

Bard 2nd-level transmutation

Enlarge/Reduce [1/2]

  • casting time 1 action
  • range 30 ft

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

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a CON save. On a success, the spell has no effect.
‎ ‎ If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
‎ ‎ Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has adv on STR checks and STR saves. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra dmg.
‎ ‎ Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases

Bard 2nd-level transmutation

Enlarge/Reduce [2/2]

  • casting time 1 action
  • range 30 ft

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

a pinch of powdered iron

its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadv on STR checks and STR saves. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less dmg (this can't reduce the dmg below 1).

Bard 2nd-level transmutation

Enthrall

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a WIS save. Any creature that can't be charmed succeeds on this save automatically, and if you or your companions are fighting a creature, it has adv on the save. On a failed save, the target has disadv on WIS (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Bard 2nd-level enchantment

Heat Metal

  • casting time 1 action
  • range 60 ft

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

A piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire dmg when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this dmg again.
‎ ‎ If a creature is holding or wearing the object and takes the dmg from it, the creature must succeed on a CON save or drop the object if it can. If it doesn't drop the object, it has disadv on attack rolls and ability checks until the start of your next turn.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d8 for each slot level above 2nd.

Bard 2nd-level transmutation

Hold Person

  • casting time 1 action
  • range 60 ft

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

A small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 ft of each other when you target them.

Bard 2nd-level enchantment

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, 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, you can target 1 additional creature for each slot level above 2nd.

Bard 2nd-level illusion

Knock

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
‎ ‎ A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only 1 of them is unlocked.
‎ ‎ If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
‎ ‎ When you cast the spell, a loud knock, audible from as far away as 300 ft, emanates from the target object.

Bard 2nd-level transmutation

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Bard 2nd-level abjuration

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Locate Animals or Plants (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

A bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Bard 2nd-level divination

Locate Object

  • casting time 1 action
  • range Self

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

A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 ft of you. If the object is in motion, you know the direction of its movement.
‎ ‎ The spell can locate a specific object known to you, as long as you have seen it up close - within 30 ft - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
‎ ‎ This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Bard 2nd-level divination

Magic Mouth (ritual) [1/2]

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration Until dispelled

A small bit of honeycomb and jade dust worth at least 10 gp, Consumed

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
‎ ‎ When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
‎ ‎ The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 ft of the object. For

Bard 2nd-level illusion

Magic Mouth (ritual) [2/2]

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration Until dispelled

A small bit of honeycomb and jade dust worth at least 10 gp, Consumed

example, you could instruct the mouth to speak when any creature moves within 30 ft of the object or when a silver bell rings within 30 ft of it.

Bard 2nd-level illusion

Mirror Image

  • casting time 1 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. You can use your action to dismiss the illusory duplicates.
‎ ‎ Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
‎ ‎ If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
‎ ‎ A duplicate's AC equals 10 + your DEX modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other dmg and effects. The spell ends when all three duplicates are destroyed.
‎ ‎ A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Bard 2nd-level illusion

Nathair's Mischief

  • casting time 1 action
  • range 60 ft

  • components S, M (a piece of crust from an apple pie)
  • duration ©, up to 1 minute

You fill a 20-ft cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 ft before you roll.
‎ ‎d4 Effect
‎ ‎1 The smell of apple pie fills the air, and each creature in the cube must succeed on a WIS save or become charmed by you until the start of your next turn.
‎ ‎2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a DEX save or be blinded until the start of your next turn as the flowers spray water in their faces.
‎ ‎3 Each creature in the cube must succeed on a WIS save or begin giggling until the start of your next turn. A giggling creature is 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 until the start of your next turn.

Bard 2nd-level illusion

Phantasmal Force [1/2]

  • casting time 1 action
  • range 60 ft

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

A bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an INT save. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-ft cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
‎ ‎ The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
‎ ‎ The target can use its action to examine the phantasm with an INT (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
‎ ‎ While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall

Bard 2nd-level illusion

Phantasmal Force [2/2]

  • casting time 1 action
  • range 60 ft

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

A bit of fleece

- it was pushed, it slipped, or a strong wind might have knocked it off.
‎ ‎ An affected target is so convinced of the phantasm's reality that it can even take dmg from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic dmg to the target if it is in the phantasm's area or within 5 ft of the phantasm, provided that the illusion is of a creature or hazard that could logically deal dmg, such as by attacking. The target perceives the dmg as a type appropriate to the illusion.

Bard 2nd-level illusion

Pyrotechnics

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-ft cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
‎ ‎ Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 ft of the target must succeed on a CON save or become blinded until the end of your next turn.
‎ ‎ Smoke. Thick black smoke spreads out from the target in a 20-ft radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Bard 2nd-level transmutation

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See Invisibility

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Bard 2nd-level divination

Shatter

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-ft-radius sphere centered on that point must make a CON save. A creature takes 3d8 thunder dmg on a failed save, or half as much dmg on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadv on this save.
‎ ‎ A nonmagical object that isn't being worn or carried also takes the dmg if it's in the spell's area.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of or higher, the dmg increases by 1d8 for each slot level above 2nd.

Bard 2nd-level evocation

Silence (ritual)

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-ft-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder dmg, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Bard 2nd-level illusion

Skywrite (ritual)

  • casting time 1 action
  • range Sight

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

You cause up to 10 words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Bard 2nd-level transmutation

Suggestion [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, M
  • duration ©, up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
‎ ‎ The target must make a WIS save. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
‎ ‎ You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
‎ ‎ If you or any of your

Bard 2nd-level enchantment

Suggestion [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, M
  • duration ©, up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

companions dmg the target, the spell ends.

Bard 2nd-level enchantment

Warding Wind

  • casting time 1 action
  • range Self

  • components V
  • duration ©, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-ft radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
‎ ‎ The wind has the following effects:
‎ ‎ • It deafens you and other creatures in its area.
‎ ‎ • It extinguishes unprotected flames in its area that are torch-sized or smaller.
‎ ‎ • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
‎ ‎ • The area is difficult terrain for creatures other than you.
‎ ‎ • The attack rolls of ranged weapon attacks have disadv if the attacks pass in or out of the wind.

Bard 2nd-level evocation

Zone of Truth

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-ft-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 CHA save. 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 save.
‎ ‎ 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

Bestow Curse [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 minute

You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
‎ ‎ • Choose 1 ability score. While cursed, the target has disadv on ability checks and saves made with that ability score.
‎ ‎ • While cursed, the target has disadv on attack rolls against you.
‎ ‎ • While cursed, the target must make a WIS save at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
‎ ‎ • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic dmg to the target.
‎ ‎ A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
‎ ‎
‎ ‎At Higher Levels. If you cast this spell using a spell slot of 4th+ level, the duration is ©, up to 10 minutes. If you use a spell slot of 5th+ level, the duration is 8 hours. -
‎ ‎ -
‎ ‎ -
‎ ‎ -
‎ ‎ -
‎ ‎ If you use a spell slot of 7th+ level, the duration If you use a

Bard 3rd-level necromancy

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Bestow Curse [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 minute

spell slot of 7th+ level, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th+ level grants a duration that doesn't require ©.

Bard 3rd-level necromancy

Catnap

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 10 minutes

A pinch of sand

You make a calming gesture, and up to 3 willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes dmg or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you can target 1 additional willing creature for each slot level above 3rd.

Bard 3rd-level enchantment

Clairvoyance [1/2]

  • casting time 10 minutes
  • range 1 mile

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

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

You create an invisible sensor within range in a location familiar to you (A place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
‎ ‎ When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
‎ ‎ A

Bard 3rd-level divination

Clairvoyance [2/2]

  • casting time 10 minutes
  • range 1 mile

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

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Bard 3rd-level divination

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

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 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, 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

Enemies Abound

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

You reach into the mind of 1 creature you can see and force it to make an INT save. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes dmg, it can repeat the save, ending the effect on itself on a success.
‎ ‎ Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Bard 3rd-level enchantment

Fear

  • casting time 1 action
  • range Self (30-ft cone)

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

A white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
‎ ‎ While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS save. On a successful save, the spell ends for that creature.

Bard 3rd-level illusion

Feign Death (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
‎ ‎ For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all dmg except psychic dmg. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Bard 3rd-level necromancy

Glyph of Warding [1/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 ft in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 ft from where you cast this spell, the glyph is broken and the spell ends without being triggered.
‎ ‎ The glyph is nearly invisible and requires a successful INT (Investigation) check against your spell save DC to be found.
‎ ‎ You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that

Bard 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Glyph of Warding [2/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
‎ ‎ You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
‎ ‎ When you inscribe the glyph, choose explosive runes or a spell glyph.
‎ ‎ Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-ft-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX save. A creature takes 5d8 acid, cold, fire, lightning, or thunder dmg on a failed save (your choice when you create the glyph), or half as much dmg on a successful one.
‎ ‎ Spell Glyph. You can store a prepared spell of or lower in the glyph by casting it as part of creating

Bard 3rd-level abjuration

Glyph of Warding [3/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires ©, it lasts until the end of its full duration.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the dmg of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Bard 3rd-level abjuration

Hypnotic Pattern

  • casting time 1 action
  • range 120 ft

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

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
‎ ‎ The spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.

Bard 3rd-level illusion

Intellect Fortress

  • casting time 1 action
  • range 30 ft

  • components V
  • duration ©, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic dmg, as well as adv on INT, WIS, and CHA saves.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 ft of each other when you target them.

Bard 3rd-level abjuration

Leomund's Tiny Hut (ritual)

  • casting time 1 minute
  • range Self (10-ft-radius hemisphere)

  • components V, S, M
  • duration 8 hours

A small crystal bead

A 10-ft-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
‎ ‎ 9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
‎ ‎ Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Bard 3rd-level evocation

Major Image [1/2]

  • casting time 1 action
  • range 120 ft

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

A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-ft cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause dmg, a sound loud enough to deal thunder dmg or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
‎ ‎ As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
‎ ‎ Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its

Bard 3rd-level illusion

Major Image [2/2]

  • casting time 1 action
  • range 120 ft

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

A bit of fleece

action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 6th+ level, the spell lasts until dispelled, without requiring your ©.

Bard 3rd-level illusion

Mass Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain HP equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the healing by 1d4 for each slot level above 3rd.

Bard 3rd-level evocation

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

A pinch of diamond dust worth 25 gp sprinkled over the target, Consumed

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Bard 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Slow

  • casting time 1 action
  • range 120 ft

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

a drop of molasses

You alter time around up to six creatures of your choice in a 40-ft cube within range. Each target must succeed on a WIS save or be affected by this spell for the duration.
‎ ‎ An affected target's speed is halved, it takes a -2 penalty to AC and DEX saves, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's 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 WIS save at the end of its turn. On a successful save, the effect ends for it.

Bard 3rd-level transmutation

Speak with Dead

  • casting time 1 action
  • range 10 ft

  • components V, S, M
  • duration 10 minutes

Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
‎ ‎ Until the spell ends, you can ask the corpse up to 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Bard 3rd-level necromancy

Speak with Plants

  • casting time 1 action
  • range Self (30-ft radius)

  • components V, S
  • duration 10 minutes

You imbue plants within 30 ft of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
‎ ‎ You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
‎ ‎ Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
‎ ‎ If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
‎ ‎ This spell can cause the plants created by the entangle spell to release a restrained creature.

Bard 3rd-level transmutation

Stinking Cloud

  • casting time 1 action
  • range 90 ft

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

A rotten egg or several skunk cabbage leaves

You create a 20-ft-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
‎ ‎ Each creature that is completely within the cloud at the start of its turn must make a CON save against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this save.
‎ ‎ A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Bard 3rd-level conjuration

Tongues

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

A small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least 1 language and can hear the target understands what it says.

Bard 3rd-level divination

Charm Monster

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

You attempt to charm a creature you can see within range. It must make a WIS save, and it does so with adv if you or your companions are fighting it. If it fails the save, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. 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 5th+ level, you can target 1 additional creature for each slot level above 4th. The creatures must be within 30 ft of each other when you target them.

Bard 4th-level enchantment

Compulsion

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration ©, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a WIS save. A target automatically succeeds on this save if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another WIS save to try to end the effect.
‎ ‎ A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Bard 4th-level enchantment

Confusion [1/2]

  • casting time 1 action
  • range 90 ft

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

3 nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-ft-radius sphere centered on a point you choose within range must succeed on a WIS save when you cast this spell or be affected by it.
‎ ‎ An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
‎ ‎ 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
‎ ‎ 2-6: The creature doesn't move or take actions this turn.
‎ ‎ 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
‎ ‎ 9-10: The creature can act and move normally. At the end of its turns, an affected target can make a WIS save. If it succeeds, this effect ends for that target.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell

Bard 4th-level enchantment

Confusion [2/2]

  • casting time 1 action
  • range 90 ft

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

3 nut shells

slot of 5th+ level, the radius of the sphere increases by 5 ft for each slot level above 4th.

Bard 4th-level enchantment

3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4

Dimension Door

  • casting time 1 action
  • range 500 ft

  • components V
  • duration Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 ft straight downward or upward to the northwest at a 45-degree angle, 300 ft.
‎ ‎ You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 ft of you when you cast this spell.
‎ ‎ If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force dmg, and the spell fails to teleport you.

Bard 4th-level conjuration

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
‎ ‎ The target can also spend 5 ft of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Bard 4th-level abjuration

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 minute

You or 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.

Bard 4th-level illusion

Hallucinatory Terrain

  • casting time 10 minutes
  • range 300 ft

  • components V, S, M
  • duration 24 hours

A stone, a twig, and a bit of green plant

You make natural terrain in a 150-ft cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
‎ ‎ The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an INT (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Bard 4th-level illusion

Locate Creature

  • casting time 1 action
  • range Self

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

A bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 ft of you. If the creature is moving, you know the direction of its movement.
‎ ‎ The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 ft - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
‎ ‎ This spell can't locate a creature if running water at least 10 ft wide blocks a direct path between you and the creature.

Bard 4th-level divination

Phantasmal Killer

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, 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 WIS save. 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 WIS save or take 4d10 psychic dmg. On a successful save, the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d10 for each slot level above 4th.

Bard 4th-level illusion

Polymorph [1/2]

  • casting time 1 action
  • range 60 ft

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

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a WIS save to avoid the effect. A shapechanger automatically succeeds on this save.
‎ ‎ The transformation lasts for the duration, or until the target drops to 0 HP or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
‎ ‎ The target assumes the HP of its new form. When it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess dmg carries over to its normal form. As long as the excess dmg doesn't reduce the creature's normal form to 0 HP, it isn't knocked unconscious.
‎ ‎ The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other

Bard 4th-level transmutation

Polymorph [2/2]

  • casting time 1 action
  • range 60 ft

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

A caterpillar cocoon

action that requires hands or speech.
‎ ‎ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Bard 4th-level transmutation

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 ft

  • components V
  • duration Instantaneous

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 INT save. On a failed save, the target takes 7d6 psychic dmg and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much dmg and isn’t incapacitated.
‎ ‎At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d6 for each slot level above 4th.

Bard 4th-level enchantment

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Animate Objects [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

Objects come to life at your command. Choose up to 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects, Large targets count as 4 objects, Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 HP.
‎ ‎ As a bonus action, you can mentally command any animated object if it is within 500 ft of you (if you control multiple, you can command any or all of them at the same time, issuing the same command to each.) You decide what action ti takes and where it moves during its next turn, or you can issue a general command, such as to guard an area. If you issue no command, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.
‎ ‎ An animated object is a construct with AC, HP, attacks, STR, and DEX determined by its size. Its Cons is 10 and its Int and Wis are 3, and its Char is 1. Speed is 30 ft, if the objects lack legs or other appendages it instead has a flying speed of 30 ft and can hover. If the object is securely attached to a surface or larger object, such as a

Bard 5th-level transmutation

Animate Objects [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

chain on a wall, its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 HP, it reverts to its original object form, and any remaining dmg carries over to its original object form.
‎ ‎ If you command an object to attack, it can make a single melee attack within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning dmg is determined by its size. The DM might rule that a specific object inflicts slashing or piercing dmg based on its form.
‎ ‎ Animated Object Statistics
‎ ‎Size. . , HP, AC, Hit, Damage,Str,Dex
‎ ‎Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
‎ ‎Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
‎ ‎Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
‎ ‎Large , 50, 10, +6 , 2d10 +2,14, 10
‎ ‎Huge. , 80, 10, +8 , 2d12 +4,18 , 6
‎ ‎
‎ ‎ At Higher Levels. If you cast this spell using a spell slot of 6th+ level, you can animate 2 additional objects for each slot level above 5th.

Bard 5th-level transmutation

Awaken

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

An agate worth at least 1,000 gp, Consumed

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no INT score or an INT of 3 or less. The target gains an INT of 10. The target also gains the ability to speak 1 language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
‎ ‎ The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Bard 5th-level transmutation

Dominate Person [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a WIS save or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has adv on the save.
‎ ‎ While the target is charmed, you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
‎ ‎ You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
‎ ‎ Each time the target takes dmg, it makes a new WIS save against the spell. If the save succeeds, the spell ends.
‎ ‎

Bard 5th-level enchantment

Dominate Person [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is ©, up to 10 minutes. When you use a 7th-level spell slot, the duration is ©, up to 1 hour. When you use a spell slot of 8th+ level, the duration is ©, up to 8 hours.

Bard 5th-level enchantment

Dream [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
‎ ‎ If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
‎ ‎

Bard 5th-level illusion

Dream [2/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than 10 words and then the target must make a WIS save. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic dmg.
‎ ‎ If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its save with disadv.

Bard 5th-level illusion

Geas [obligation or prohibition]

  • casting time 1 minute
  • range 60 ft

  • components V
  • duration 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a WIS save or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic dmg each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
‎ ‎ You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
‎ ‎ You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Bard 5th-level enchantment

Greater Restoration

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Diamond dust worth 100 gp, Consumed

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by 1, or end one of the following effects on the target.
‎ ‎ • 1 effect that charmed or petrified the target
‎ ‎ • 1 curse, including the target's attunement to a cursed magic item
‎ ‎ • Any reduction to 1 of the target's ability scores
‎ ‎ • 1 effect reducing the target's hit point maximum

Bard 5th-level abjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Hold Monster

  • casting time 1 action
  • range 90 ft

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

A small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you can target on additional creature for each slot level above 5th. The creatures must be within 30 ft of each other when you target them.

Bard 5th-level enchantment

Legend Lore

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Instantaneous

Incense worth at least 250 gp, Consumed, and 4 ivory strips worth at least 50 gp each

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
‎ ‎ The more information you already have about the thing, the more precise and detailed the information you receive is.
‎ ‎ The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Bard 5th-level divination

Mass Cure Wounds

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-ft-radius sphere centered on that point. Each target regains HP equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎
‎ ‎At Higher Levels. Using a spell slot of 6th+ level increases the healing by 1d8 for each slot level above 5th.

Bard 5th-level evocation

Mislead

  • casting time 1 action
  • range Self

  • components S
  • duration ©, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
‎ ‎ You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
‎ ‎ You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Bard 5th-level illusion

Modify Memory [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration ©, up to 1 minute

You attempt to reshape another creature's memories. 1 creature that you can see must make a WIS save. If you are fighting the creature, it has adv on the save. 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 dmg 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.
‎ ‎ -
‎ ‎ -
‎ ‎ -
‎ ‎ Otherwise, the modified

Bard 5th-level enchantment

Modify Memory [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration ©, up to 1 minute

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, 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

Planar Binding [1/2]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 24 hours

A jewel worth at least 1,000 gp, Consumed

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a CHA save. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
‎ ‎ A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of

Bard 5th-level abjuration

Planar Binding [2/2]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 24 hours

A jewel worth at least 1,000 gp, Consumed

existence, it returns to the place where you bound it and remains there until the spell ends.
‎ ‎
‎ ‎At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Bard 5th-level abjuration

Raise Dead

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

A diamond worth at least 500 gp, Consumed

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
‎ ‎ This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
‎ ‎ This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
‎ ‎ Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saves, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Bard 5th-level necromancy

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Rary's Telepathic Bond (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

pieces of eggshell from two different kinds of creatures

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with INT scores of 2 or less aren't affected by this spell.
‎ ‎ Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Bard 5th-level divination

Scrying [1/2]

  • casting time 10 minutes
  • range Self

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

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a WIS save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed.
‎ ‎ Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
‎ ‎ Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
‎ ‎ On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
‎ ‎ On a failed save, the spell creates an invisible sensor within 10 ft of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft of it for the duration. A creature that can see invisible objects sees the sensor as a

Bard 5th-level divination

Scrying [2/2]

  • casting time 10 minutes
  • range Self

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

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
‎ ‎ Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Bard 5th-level divination

Seeming [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a CHA save, and if it succeeds, it is unaffected by this spell.
‎ ‎ The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 ft shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
‎ ‎ The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
‎ ‎ A creature can use its action to inspect a target and make an INT (Investigation) check against your spell save

Bard 5th-level illusion

Seeming [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 8 hours

DC. If it succeeds, it becomes aware that the target is disguised.

Bard 5th-level illusion

Skill Empowerment

  • casting time 1 action
  • range Touch

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

Your magic deepens a creature's understanding of its own talent. You touch 1 willing creature and give it expertise in 1 skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
‎ ‎ You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Bard 5th-level transmutation

Synaptic Static

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-ft-radius sphere centered on that point must make an INT save. A creature with an INT score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its CON saves to maintain ©. The target can make an INT save at the end of each of its turns, ending the effect on itself on a success.

Bard 5th-level enchantment

Teleportation Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

Rare chalks and inks infused with precious gems with 50 gp, Consumed

As you cast the spell, you draw a 10-ft-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 ft of the destination circle or in the nearest unoccupied space if that space is occupied.
‎ ‎ Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
‎ ‎ You can create a permanent

Bard 5th-level conjuration

Teleportation Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

Rare chalks and inks infused with precious gems with 50 gp, Consumed

teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way.

Bard 5th-level conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Corrupted Cure

  • casting time 1 bonus action
  • range 90 feet

  • components V, M
  • duration Instantaneous

a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.

Bard 1st-level contaminated evocation

Delerium Orb

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ You draw chaotic magical power from the delerium chip held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score, it takes 6d6 damage of the chosen type on a failed saving throw, or half as much on a successful one.

Bard 1st-level contaminated evocation

Toxic Shield

  • casting time 1 action
  • range Self

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

a drop of dwarven blood

You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.

Bard 1st-level conjuration

Controlled Mutation [1/2]

  • casting time 1 action
  • range 30 feet

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

a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects to give the target until the spell ends:
‎ ‎ Strength. The target has advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level so its melee weapon attacks deal an additional 2d6 necrotic damage.
‎ ‎ Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level to gain resistance to bludgeoning, piercing, and slashing damage.
‎ ‎ Dexterity. The target has advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level so its attacks with ranged and finesse weapons score a critical hit on an 18–20.
‎ ‎ Intelligence. The target has advantage on Intelligence ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain

Bard 2nd-level contaminated transmutation

Controlled Mutation [2/2]

  • casting time 1 action
  • range 30 feet

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

a delerium chip worth 10 gp

a Contamination Level to prevent it from losing concentration as a result of taking damage.
‎ ‎Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level so that it gains blindsight (60 feet) and can't be surprised while it is conscious.
‎ ‎Charisma. The target has advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination Level so that whenever it makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.

Bard 2nd-level contaminated transmutation

Grasping Ghost

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration Instantaneous

a finger bone and a scrap of fabric

A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
‎ ‎ In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends.
‎ ‎ At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.

Bard 2nd-level necromancy

Purge Contamination

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

100 gp of alchemical fluids or holy water, which the spell consumes

You apply alchemical fluids or holy water to a Contaminated Humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all Contamination Levels and mutations are removed from the creature. It then gains 1 level of Exhaustion for each Contamination Level removed with this spell.

Bard 3rd-level abjuration

Ride the Rifts

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot
level above 3rd.

Bard 3rd-level contaminated conjuration

Vanish to the Space Between Worlds

  • casting time 1 reaction*
  • range Self

  • components S, M
  • duration 1 round

*when you take damage
a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎When you cast this spell, you vanish from your current plane of existence and appear in the Space Between Worlds (avoiding the triggering damage). At the start of your next turn, you return to an unoccupied space of your choice within 30 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).
‎ ‎ While within the Space Between Worlds, you can see and hear the plane you originated from, which is cast as a roiling blur, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Space Between Worlds. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so

Bard 3rd-level contaminated abjuration

1 1
1 1
1 1
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2 2
2 2
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3 3

Weave the Elder Sign

  • casting time 1 action
  • range 120 feet

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

a delerium chip worth 10 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You weave an impossible sign from an inscrutable reality in the air inside a 30-foot cube within range. It appears for only a moment before vanishing. Each creature in the area who sees the sign must make an Intelligence saving throw. On a failed saving throw, the creature becomes blinded and stunned for the spell's duration. On a successful saving throw, a creature is blinded until the end of your next turn.
‎ ‎ The spell ends for a stunned creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. When the spell ends for a stunned creature, it takes 3d6 psychic damage.

Bard 3rd-level contaminated illusion

Blood Worm

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a jar full of leeches

You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infected target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.

Bard 4th-level necromancy

Delerium Blast

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes 10d6 psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects.
‎ ‎ At Higher Levels.When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Bard 4th-level contaminated evocation

Siphon Time

  • casting time 1 action
  • range 120 feet

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

a broken clock, and a delerium fragment worth 100gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You seize upon the flow of time around up to three creatures of your choice within range, drawing seconds from them to use them yourself. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
‎ ‎ An affected target can't take reactions. On its turn, it must choose to either move, take an action, or a bonus action: a target can do only one of the three.
‎ ‎ A creature affected by this spell can spend its action to try to pull back the threads of time. If it does, it can make another Wisdom saving throw. On a successful save, the effect ends for it.
‎ ‎ While at least one other creature is affected by this spell, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Cast a Spell, Dash, Disengage, Hide, or Use an Object action. If you use this action to cast a spell, that spell must be a cantrip with a casting time of one action.

Bard 4th-level contaminated transmutation

Neutralizing Field

  • casting time 1 action
  • range Self (10-foot radius sphere)

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

a delerium crystal or holy relic worth 1,000 gp

You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can't gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can't be cast by creatures in the area.
‎ ‎ Researching the Spell. A character who can cast 5th level spells, knows the purge contamination spell, and has created at least 1 dose of aqua expurgo may research neutralizing field.

Bard 5th-level abjuration

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4 4
4 4
5 5