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BLADE WARD DANCING LIGHTS FRIENDS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action Self 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, S, M Concentration, up to 1 S, M Concentration, up to 1
minute minute
You extend your hand and trace a sigil of
warding in the air. Until the end of your next You create up to four torch-sized lights within For the duration, you have advantage on all
turn, you have resistance against bludgeoning, range, making them appear as torches, Charisma checks directed at one creature of
piercing, and slashing damage dealt by weapon lanterns, or glowing orbs that hover in the air for your choice that isn't hostile toward you. When
attacks. the duration. You can also combine the four the spell ends, the creature realizes that you
lights into one glowing vaguely humanoid form used magic to influence its mood and becomes
of Medium size. Whichever form you choose, hostile toward you. A creature prone to violence
each light sheds dim light in a 10-foot radius. might attack you. Another creature might seek
As a bonus action on your turn, you can move retribution in other ways (at the DM's
the lights up to 60 feet to a new spot within discretion), depending on the nature of your
range. A light must be within 20 feet of another interaction with it.
light created by this spell, and a light winks out
if it exceeds the spell's range.

Bard Abjuration cantrip Bard Evocation cantrip Bard Enchantment cantrip

LIGHT MAGE HAND MESSAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 hour V, S 1 minute V, S, M 1 round
a firefly or phosphorescent moss A spectral, floating hand appears at a point you a short piece of copper wire
choose within range. The hand lasts for the
You touch one object that is no larger than 10 duration or until you dismiss it as an action. The You point your finger toward a creature within
feet in any dimension. Until the spell ends, the hand vanishes if it is ever more than 30 feet range and whisper a message. The target (and
object sheds bright light in a 20-foot radius and away from you or if you cast this spell again. only the target) hears the message and can
dim light for an additional 20 feet. The light can You can use your action to control the hand. reply in a whisper that only you can hear.
be colored as you like. Completely covering the You can use the hand to manipulate an object, You can cast this spell through solid objects if
object with something opaque blocks the light. open an unlocked door or container, stow or you are familiar with the target and know it is
The spell ends if you cast it again or dismiss it retrieve an item from an open container, or pour beyond the barrier. Magical silence, 1 foot of
as an action. the contents out of a vial. You can move the stone, 1 inch of common metal, a thin sheet of
If you target an object held or worn by a hostile hand up to 30 feet each time you use it. lead, or 3 feet of wood blocks the spell. The
creature, that creature must succeed on a The hand can't attack, activate magical items, spell doesn't have to follow a straight line and
Dexterity saving throw to avoid the spell. or carry more than 10 pounds. can travel freely around corners or through
openings.

Bard Evocation cantrip Bard Conjuration cantrip Bard Transmutation cantrip

MINOR ILLUSION MENDING PRESTIDIGITATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 minute Touch 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 1 minute V, S, M Instantaneous V, S Up to 1 hour
a bit of fleece two lodestones This spell is a minor magical trick that novice
spellcasters use for practice. You create one of the
You create a sound or an image of an object within This spell repairs a single break or tear in an following magical effects within range.
range that lasts for the duration. The illusion also object you touch, such as broken chain link, two • You create an instantaneous, harmless sensory
ends if you dismiss it as an action or cast this spell halves of a broken key, a torn clack, or a effect, such as a shower of sparks, a puff of wind,
again. leaking wineskin. As long as the break or tear is faint musical notes, or an odd odor.
If you create a sound, its volume can range from a • You instantaneously light or snuff out a candle, a
whisper to a scream. It can be your voice, someone no larger than 1 foot in any dimension, you torch, or a small campfire.
else's voice, a lion's roar, a beating of drums, or any mend it, leaving no trace of the former damage. • You instantaneously clean or soil an object no
other sound you choose. The sound continues This spell can physically repair a magic item or larger than 1 cubic foot.
unabated throughout the duration, or you can make construct, but the spell can't restore magic to • You chill, warm, or flavor up to 1 cubic foot of
discrete sounds at different times before the spell such an object. nonliving material for 1 hour.
ends. • You make a color, a small mark, or a symbol
If you create an image of an object - such as a chair, appear on an object or a surface for 1 hour.
muddy footprints, or a small chest - it must be no • You create a nonmagical trinket or an illusory image
larger than a 5-foot cube. The image can't create that can fit in your hand and that lasts until the end of
sound, light, smell, or any other sensory effect. your next turn.
Physical interaction with the image reveals it to be an If you cast this spell multiple times, you can have up
illusion, because things can pass through it. to three of its non-instantaneous effects active at a
If a creature uses its action to examine the sound or time, and you can dismiss such an effect as an
image, the creature can determine that it is an action.
illusion with a successful Intelligence (Investigation)
check against your spell save DC. If a creature
discerns the illusion for what it is, the illusion
becomes faint to the creature.

Bard Illusion cantrip Bard Transmutation cantrip Bard Transmutation cantrip

/
TRUE STRIKE THUNDERCLAP VICIOUS MOCKERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 5 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 S Instantaneous V Instantaneous
round
You create a burst of thunderous sound, which You unleash a string of insults laced with subtle
You extend your hand and point a finger at a can be heard 100 feet away. Each creature enchantments at a creature you can see within
target in range. Your magic grants you a brief other than you within range, other than you, range. If the target can hear you (thought it
insight into the target's defenses. On your next must succeed on a Constitution saving throw or need not understand you), it must succeed on a
turn, you gain advantage on your first attack roll take 1d6 thunder damage. Wisdom saving throw or take 1d4 psychic
against the target, provided that this spell hasn't The spell's damage increases by 1d6 when you damage and have disadvantage on the next
ended. reach 5th level (2d6), 11th level (3d6), and 17th attack roll it makes before the end of its next
level (4d6). turn.
This spell's damage increases by 1d4 when you
reach 5th level (2d4), 11th level (3d4) and 17th
level (4d4).

Bard Divination cantrip Bard Evocation cantrip Bard Enchantment cantrip

ANIMAL FRIENDSHIP BANE CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 1 V, S Instantaneous
minute
a morsel of food A creature you touch regains a number of hit
a drop of blood points equal to 1d8 + your spellcasting ability
This spell lets you convince a beast that you modifier. This spell has no effect on undead or
mean it no harm. Choose a beast that you can Up to three creatures of your choice that you constructs.
see within range. It must see and hear you. If can see within range must make Charisma At Higher Levels: When you cast this spell
the beast's Intelligence is 4 or higher, the spell saving throws. Whenever a target that fails this using a spell slot of 2nd level or higher, the
fails. Otherwise, the beast must succeed on a saving throw makes an attack roll or a saving healing increases by 1d8 for each slot level
Wisdom saving throw or be charmed by you for throw before the spell ends, the target must roll above 1st.
the spell's duration. If you or one of your a d4 and subtract the number rolled from the
companions harms the target, the spell ends. attack roll or saving throw.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a 2nd level spell slot or higher, you can using a spell slot of 2nd level or higher, you can
affect one additional beast for each slot level target one additional creature for each slot level
above 1st. above 1st.

Bard 1st Enchantment Bard 1st Enchantment Bard 1st Evocation

COMPREHEND LANGUAGES CHARM PERSON DISGUISE SELF


(RITUAL) CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self
CASTING TIME RANGE
1 action Self COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S 1 hour
COMPONENTS DURATION
V, S, M 1 hour You attempt to charm a humanoid you can see You make yourself, including your clothing, armor,
within range. It must make a Wisdom saving weapons, and other belongings on your person, look
throw, and does so with advantage if you or different until the spell ends or until you use your
a pinch of soot and salt action to dismiss it. You can seem 1 foot shorter or
your companions are fighting it. If it fails the taller and can appear thin, fat, or in between. You
For the duration, you understand the literal saving throw, it is charmed by you until the spell can't change your body type, so you must adopt a
meaning of any spoken language that you hear. ends or until you or your companions do form that has the same basic arrangement of limbs.
You also understand any spoken language that anything harmful to it. The charmed creature Otherwise, the extent of the illusion is up to you.
you hear. You also understand any written regards you as a friendly acquaintance. When The changes wrought by this spell fail to hold up to
language that you see, but you must be the spell ends, the creature knows it was physical inspection. For example, if you use this spell
touching the surface of which the words are charmed by you. to add a hat to your outfit, objects pass through the
written. It takes about 1 minute to read one At Higher Levels: When you cast this spell hat, and anyone who touches it would feel nothing or
page of text. using a spell slot of 2nd level or higher, you can would feel your head and hair. If you use this spell to
appear thinner than you are, the hand of someone
This spell doesn't decode secret messages in a target one additional creature for each slot level who reaches out to touch you would bump into you
text or glyph, such as an arcane sigil, that isn't above 1st. The creatures must be within 30 feet while it was seemingly still in midair.
part of a written language. of each other when you target them. To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Bard 1st Divination Bard 1st Enchantment Bard 1st Illusion

/
DISSONANT WHISPERS DETECT MAGIC (RITUAL) EARTH TREMOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Concentration, up to 10 V, S Instantaneous
minutes
You whisper a discordant melody that only one You cause a tremor in the ground within range.
creature of your choice within range can hear, For the duration, you sense the presence of Each creature other than you in that area must
wracking it with terrible pain. The target must magic within 30 feet of you. If you sense magic make a Dexterity saving throw. On a failed
make a Wisdom saving throw. On a failed save, in this way, you can use your action to see a save, a creature takes 1d6 bludgeoning
it takes 3d6 psychic damage and must faint aura around any visible creature or object damage and is knocked prone. If the ground in
immediately use its reaction, if available, to in the area that bears magic, and you learn its that area is loose earth or stone, it becomes
move as far as its speed allows away from you. school of magic, if any. difficult terrain until cleared, with each 5-foot-
The creature doesn't move into obviously The spell can penetrate most barriers, but is diameter portion requiring at least 1 minute to
dangerous ground, such as a fire or a pit. On a blocked by 1 foot of stone, 1 inch of common clear by hand.
successful save, the target takes half as much metal, a thin sheet of lead, or 3 feet of wood or At Higher Levels: When you cast this spell
damage and doesn't have to move away. A dirt. using a spell slot of 2nd level or higher, the
deafened creature automatically succeeds on damage increases by 1d6 for each slot level
the save. above 1st.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.

Bard 1st Enchantment Bard 1st Divination Bard 1st Evocation

FEATHER FALL FAERIE FIRE HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 action 60 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 minute V Concentration, up to 1 V Instantaneous
minute
a white feather or the heart of a hen A creature of your choice that you can see
Each object in a 20-foot cube within range is within range regains hit points equal to 1d4 +
Reaction - When you or a creature within 60 outlined in blue, green, or violet light (your your spellcasting ability modifier. This spell has
feet of you falls Choose up to five falling choice). Any creature in the area when the spell no effect on undead or constructs.
creatures within range. A falling creature's rate is cast is also outlined in light if it fails a At Higher Levels: When you cast this spell
of descent slows to 60 feet per round until the Dexterity saving throw. For the duration, objects using a spell slot of 2nd level or higher, the
spell ends. If the creature lands before the spell and affected creatures shed dim light in a 10- healing increases by 1d4 for each slot level
ends, it takes no falling damage and can land foot radius. above 1st.
on its feet, and the spell ends for that creature. Any attack roll against an affected creature or
object has advantage if the attacker can see it,
and the affected creature or object can't benefit
from being invisible.

Bard 1st Transmutation Bard 1st Evocation Bard 1st Evocation

HEROISM ILLUSORY SCRIPT (RITUAL) IDENTIFY (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 S, M 10 days V, S, M Instantaneous
minute
a lead-based ink worth at least 10 gp, which the a pearl worth at least 100 gp and an owl feather
A willing creature you touch is imbued with spell consumes
bravery. Until the spell ends, the creature is You choose one object that you must touch
immune to being frightened and gains You write on parchment, paper, or some other throughout the casting of the spell. If it is a
temporary hit points equal to your spellcasting suitable writing material and imbue it with a magic item or some other magic-imbued object,
ability modifier at the start of each of its turns. potent illusion that lasts for the duration. you learn its properties and how to use them,
When the spell ends, the target loses any To you and any creatures you designate when whether it requires attunement to use, and how
remaining temporary hit points from this spell. you cast the spell, the writing appears normal, many charges it has, if any. You learn whether
At Higher Levels: When you cast this spell written in your hand, and conveys whatever any spells are affecting the item and what they
using a spell slot of 2nd level or higher, you can meaning you intended when you wrote the text. are. If the item was created by a spell, you
target one additional creature for each slot level To all others, the writing appears as if it were learn which spell created it.
above 1st. written in an unknown or magical script that is If you instead touch a creature throughout the
unintelligible. Alternatively, you can cause the casting, you learn what spells, if any, are
writing to appear to be an entirely different currently affecting it.
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 Enchantment Bard 1st Illusion Bard 1st Divination

/
LONGSTRIDER SLEEP SPEAK WITH ANIMALS (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 90 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 minute V, S 10 minutes
a pinch of dirt a pinch of find sand, rose petals, or a cricket You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
You touch a creature. The target's speed This spell sends creatures into a magical slumber. knowledge and awareness of many beasts is
increases by 10 feet until the spell ends. Roll 5d8, the total is how many hit points of creatures limited by their intelligence, but at minimum,
At Higher Levels: When you cast this spell this spell can affect. Creatures within 20 feet of a
point you choose within range are affected in beasts can give you information about nearby
using a spell slot of 2nd level or higher, you can ascending order of their current hit points (ignoring locations and monsters, including whatever
target one additional creature for each slot level unconscious creatures). they can perceive or have perceived within the
above 1st. Starting with the creature that has the lowest current past day. You might be able to persuade a
hit points, each creature affected by this spell falls beast to perform a small favor for you, at the
unconscious until the spell ends, the sleeper takes DM's discretion.
damage, or someone uses an action to shake or slap
the sleeper awake. Subtract each creature's hit
points from the total before moving on to the creature
with the next lowest hit points. A creature's hit points
must be equal to or less than the remaining total for
that creature to be affected.
Undead and creatures immune to being charmed
aren't affected by this spell.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8
for each slot level above 1st.

Bard 1st Transmutation Bard 1st Enchantment Bard 1st Divination

SILENT IMAGE THUNDERWAVE TASHA'S HIDEOUS LAUGHTER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self (15-foot cube) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V, S, M Concentration, up to 1
minute minute
A wave of thunderous force sweeps out from
a bit of fleece you. Each creature in a 15-foot cube originating tiny tarts and a feather that waved in the air
from you must make a Constitution saving
You create the image of an object, a creature, or throw. On a failed save, a creature takes 2d8 A creature of your choice that you can see
some other visible phenomenon that is no larger within range perceives everything as hilariously
than a 15-foot cube. The image appears at a spot thunder damage and is pushed 10 feet away
from you. On a successful save, the creature funny and falls into fits of laugher if this spell
within range and lasts for the duration. The image is affects it. The target must succeed on a
purely visual, it isn't accompanied by sound, smell, or takes half as much damage and isn't pushed.
other sensory effects. In addition, unsecured objects that are Wisdom saving throw or fall prone, becoming
You can use your action to cause the image to move completely within the area of effect are incapacitated and unable to stand up for the
to any spot within range. As the image changes automatically pushed 10 feet away from you by duration. A creature with an Intelligence score
location, you can alter its appearance so that its the spell's effect, and the spell emits a of 4 or less isn't affected.
movements appear natural for the image. For thunderous boom audible out to 300 feet. At the end of each of its turns, and each time it
example, if you create an image of a creature and takes damage, the target can make another
move it, you can alter the image so that it appears to At Higher Levels: When you cast this spell
be walking. using a spell slot of 2nd level or higher, the Wisdom saving throw. The target has
Physical interaction with the image reveals it to be an damage increases by 1d8 for each slot level advantage on the saving throw if it's triggered
illusion, because things can pass through it. A above 1st. by damage. On a success, the spell ends.
creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image.

Bard 1st Illusion Bard 1st Evocation Bard 1st Enchantment

UNSEEN SERVANT (RITUAL) ANIMAL MESSENGER (RITUAL) BLINDNESS/DEAFNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 24 hours V 1 minute
a piece of string and a bit of wood a morsel of food You can blind or deafen a foe. Choose one
creature that you can see within range to make
This spell creates an invisible, mindless, By means of this spell, you use an animal to deliver a Constitution saving throw. If it fails, the target
shapeless force that performs simple tasks at a message. Choose a Tiny beast you can see within is either blinded or deafened (your choice) for
your command until the spell ends. The servant range, such as a squirrel, a blue ray, or a bird. You
specify a location, which you must have visited, and the duration. At the end of each of its turns, the
springs into existence in an unoccupied space a recipient who matches a general description, such target can make a Constitution saving throw.
on the ground within range. It has AC 10, 1 hit as a man or woman dressed in the uniform of the On a success, the spell ends.
point, and a Strength of 2, and it can't attack. If town guard or a red-haired dwarf wearing a pointed At Higher Levels: When you cast this spell
it drops to 0 hit points, the spell ends. hat. You also speak a message of up to twenty-five using a spell slot of 3rd level or higher, you can
Once on each of your turns as a bonus action, words. The target beast travels for the duration of the target one additional creature for each slot level
you can mentally command the servant to spell towards the specified location, covering about above 2nd.
move up to 15 feet and interact with an object. 50 miles per 24 hours for a flying messenger or 25
The servant can perform simple tasks that a miles for other animals.
human servant could do, such as fetching When the messenger arrives, it delivers your
message to the creature that you described,
things, cleaning, mending, folding clothes, replicating the sound of your voice. The messenger
lighting fires, serving food, and pouring wine. speaks only to a creature matching the description
Once you give the command, the servant you gave. If the messenger doesn't reach its
performs the task to the best of its ability until it destination before the spell ends, the message is
completes the task, then waits for your next lost, and the beast makes its way back to where you
command. cast this spell.
If you command the servant to perform a task At Higher Levels: If you cast this spell using a spell
that would move it more than 60 feet away from slot of 3rd level or higher, the duration of the spell
increases by 48 hours for each slot level above 2nd.
you, the spell ends.

Bard 1st Conjuration Bard 2nd Enchantment Bard 2nd Necromancy

/
CROWN OF MADNESS CLOUD OF DAGGERS CALM EMOTIONS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
One humanoid of your choice that you can see a sliver of glass You attempt to suppress strong emotions in a
within range must succeed on a Wisdom saving group of people. Each humanoid in a 20-foot-
throw or become charmed by you for the You fill the air with spinning daggers in a cube 5 radius sphere centered on a point you choose
duration. While the target is charmed in this feet on each side, centered on a point you within range must make a Charisma saving
way, a twisted crown of jagged iron appears on choose within range. A creature takes 4d4 throw a creature can choose to fail this saving
its head, and a madness glows in its eyes. slashing damage when it enters the spell's area throw if it wishes. If a creature fails its saving
The charmed target must use its action before for the first time on a turn or starts its turn there. throw, choose one of the following two effects.
moving on each of its turns to make a melee At Higher Levels: when you cast this spell using You can suppress any effect causing a target to
attack against a creature other than itself that a spell slot of 3rd level or higher, the damage be charmed or frightened. When this spell
you mentally choose. The target can act increases by 2d4 for each slot level above 2nd. ends, any suppressed effect resumes, provided
normally on its turn if you choose no creature or that its duration has not expired in the
if none are within its reach. meantime.
On your subsequent turns, you must use your Alternatively, you can make a target indifferent
action to maintain control over the target, or the about creatures of your choice that it is hostile
spell ends. Also, the target can make a Wisdom toward. This indifference ends if the target is
saving throw at the end of each of its turns. On attacked or harmed by a spell or if it witnesses
a success, the spell ends. any of its friends being harmed. When the spell
ends, the creature becomes hostile again,
unless the DM rules otherwise.

Bard 2nd Enchantment Bard 2nd Conjuration Bard 2nd Enchantment

DETECT THOUGHTS ENHANCE ABILITY ENTHRALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S 1 minute
minute hour
You weave a distracting string of words,
a copper piece fur or a feather from a beast causing creatures of your choice that you can
For the duration, you can read the thoughts of certain see within range and that can hear you to make
You touch a creature and bestow upon it a magical a Wisdom saving throw. Any creature that can't
creatures. When you cast the spell and as your action on enhancement. Choose one of the following effects -
each turn until the spell ends, you can focus your mind on the target gains the effect until the spell ends. be charmed succeeds on this saving throw
any one creature that you can see within 30 feet of you. If Bear's Endurance: The target has advantage on automatically, and if you or your companions
the creature you choose has an Intelligence of 3 or lower or Constitution checks. It also gains 2d6 temporary hit are fighting a creature, it has advantage on the
doesn't speak any language, the creature is unaffected. points, which are lost when the spell ends. save. On a failed save, the target has
You initially learn the surface thoughts of the creature - Bull's Strength: The target has advantage on disadvantage on Wisdom (Perception) checks
what is most on its mind in that moment. As an action, you Strength checks, and his or her carrying capacity made to perceive any creature other than you
can either shift your attention to another creature's thoughts doubles. until the spell ends or until the target can no
or attempt to probe deeper into the same creature's mind. If Cat's Grace: The target has advantage on Dexterity
you probe deeper, the target must make a Wisdom saving checks. It also doesn't take damage from falling 20 longer hear you. The spell ends if you are
throw. If it fails, you gain insight into its reasoning (if any), feet or less if it isn't incapacitated. incapacitated or can no longer speak.
its emotional state, and something that looms large in its Eagle's Splendor: The target has advantage on
mind (such as something it worries over, loves, or hates). If Charisma checks.
it succeeds, the spell ends. Either way, the target knows Fox's Cunning: The target has advantage on
that you are probing into its mind, and unless you shift your Intelligence checks.
attention to another creature's thoughts, the creature can Owl's Wisdom: The target has advantage on Wisdom
use its action on its turn to make an Intelligence check checks.
contested by your Intelligence check if it succeeds, the spell At Higher Levels: When you cast this spell using a
ends. spell slot of 3rd level or higher, you can target one
Questions verbally directed at the target creature naturally additional creature for each slot level above 2nd.
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
Bard 2nd Divination Bard 2nd Transmutation Bard 2nd Enchantment

HEAT METAL HOLD PERSON INVISIBILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute hour
a piece of iron and a flame a small, straight piece of iron an eyelash encased in gum arabic
Choose a manufactured metal object, such as a Choose a humanoid that you can see within A creature you touch becomes invisible until the
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or
metal armor, that you can see within range. You saving throw or be paralyzed for the duration. carrying is invisible as long as it is on the
cause the object to glow red-hot. Any creature At the end of each of its turns, the target can target's person. The spell ends for a target that
in physical contact with the object takes 2d8 fire make another Wisdom saving throw. On a attacks or casts a spell.
damage when you cast the spell. Until the spell success, the spell ends on the target. At Higher Levels: When you cast this spell
ends, you can use a bonus action on each of At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can
your subsequent turns to cause this damage using a spell slot of 3rd level or higher, you can target one additional creature for each slot level
again. target on additional humanoid for each slot above 2nd.
If a creature is holding or wearing the object level above 2nd. The humanoids must be within
and takes the damage from it, the creature 30 feet of each other when you target them.
must succeed on a Constitution saving throw or
drop the object if it can. If it doesn't drop the
object, it has disadvantage on attack rolls and
ability checks until the start of your next turn.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot above
2nd.

Bard 2nd Transmutation Bard 2nd Enchantment Bard 2nd Illusion

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KNOCK LOCATE ANIMALS OR PLANTS LESSER RESTORATION
CASTING TIME RANGE (RITUAL) CASTING TIME RANGE
1 action 60 feet 1 action Touch
CASTING TIME RANGE
COMPONENTS DURATION 1 action Self COMPONENTS DURATION
V Instantaneous V, S Instantaneous
COMPONENTS DURATION
Choose an object that you can see within V, S, M Instantaneous You touch a creature and can end either one
range. The object can be a door, a box, a chest, disease or one condition afflicting it. The
a set of manacles, a padlock, or another object a bit of fur from a bloodhound condition can be blinded, deafened, paralyzed,
that contains a mundane or magical means that or poisoned.
prevents access. Describe or name a specific kind of beast or
A target that is held shut by a mundane lock or plant. Concentrating on the voice of nature in
that is stuck or barred becomes unlocked, your surroundings, you learn the direction and
unstuck, or unbarred. If the object has multiple distance to the closest creature or plant of that
locks, only one of them is unlocked. kind within 5 miles, if any are present.
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 feet, emanates from
the target object.

Bard 2nd Transmutation Bard 2nd Divination Bard 2nd Abjuration

LOCATE OBJECT MAGIC MOUTH (RITUAL) PHANTASMAL FORCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 minute 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Concentration, up to 1
minutes minute
a small bit of honeycomb and jade dust worth at
a forked twig least 10 gp, which the spell consumes a bit of fleece
Describe or name an object that is familiar to You implant a message within an object in range, a You craft an illusion that takes root in the mind of a creature
you. You sense the direction to the object's message that is uttered when a trigger condition is that you can see within range. The target must make an
location, as long as that object is within 1,000 met. Choose an object that you can see and that isn't Intelligence saving throw. On a failed save, you create a
being worn or carried by another creature. Then phantasmal object, creature, or other visible phenomenon
feet of you. If the object is in motion, you know of your choice that is no larger than a 10-foot cube and that
the direction of its movement. speak the message, which must be 25 words or less,
though it can be delivered over as long as 10 is perceivable only to the target for the duration. This spell
The spell can locate a specific object known to minutes. Finally, determine the circumstance that will has no effect on undead or constructs.
you, as long as you have seen it up close - trigger the spell to deliver your message. The phantasm includes sound, temperature, and other
within 30 feet - at least once. Alternatively, the When that circumstance occurs, a magical mouth stimuli, also evident only to the creature.
spell can locate the nearest object of a appears on the object and recites the message in The target can use its action to examine the phantasm with
particular kind, such as a certain kind of your voice and at the same volume you spoke. If the an Intelligence (Investigation) check against your spell save
object you chose has a mouth or something that DC. If the check succeeds, the target realizes that the
apparel, jewelry, furniture, tool, or weapon. phantasm is an illusion, and the spell ends.
This spell can't locate an object if any thickness looks like a mouth (for example, the mouth of a
statue), the magical mouth appears there so that While a target is affected by the spell, the target treats the
of lead, even a thin sheet, blocks a direct path words appear to come from the object's mouth. phantasm as if it were real. The target rationalizes any
between you and the object. When you cast this spell, you can have the spell end illogical outcomes from interacting with the phantasm. For
after it delivers its message, or it can remain and example, a target attempting to walk across a phantasmal
repeats its message whenever the trigger occurs. bridge that spans a chasm falls once it steps onto the
The triggering circumstance can be as general or as bridge. If the target survives the fall, it still believes that the
detailed as you like, though it must be based on bridge exists and comes up with some other explanation for
visual or audible conditions that occur within 30 feet its fall - it was pushed, it slipped, or a strong wind might
of the object. For example, you could instruct the have knocked it off.
mouth to speak when any creature moves within 30 An affected target is so convinced of the phantasm's reality
feet of the object or when a silver bell rings within 30 that it can even take damage from the illusion. A phantasm
f t f it created to appear as a creature can attack the target
Bard 2nd Divination Bard 2nd Illusion Bard 2nd Illusion

PYROTECHNICS SUGGESTION SKYWRITE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, M Concentration, up to 8 V, S Concentration, up to 1
hours hour
Choose an area of nonmagical flame that you
can see and that can fit within a 5-foot cube a snake's tongue and either a bit of honeycomb You cause up to ten words to form in a part of
within range. You can extinguish the fire in that or a drop of sweet oil the sky you can see. The words appear to be
area, and you create either fireworks or smoke. made of cloud and remain in place for the
Fireworks: The target explodes with a dazzling You suggest a course of activity (limited to a spell's duration. The words dissipate when the
display of colors. Each creature within 10 feet sentence or two) and magically influence a creature spell ends. A strong wind can disperse the
you can see within range that can hear and clouds and end the spell early.
of the target must succeed on a Constitution understand you. Creatures that can't be charmed are
saving throw or become blinded until the end of immune to this effect. The suggestion must be
your next turn. worded in such a manner as to make the course of
Smoke: Thick black smoke spreads out from action sound reasonable. Asking the creature to stab
the target in a 20-foot radius, moving around itself, throw itself onto a spear, immolate itself, or do
corners. The area of the smoke is heavily some other obviously harmful act ends the spell.
obscured. The smoke persists for 1 minute or The target must make a Wisdom saving throw. On a
until a strong wind disperses it. 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 give her warhorse to the
first beggar she meets. If the condition isn't met
before the spell expires, the activity isn't preformed.
If you or any of your companions damage the target,
the spell ends.
Bard 2nd Transmutation Bard 2nd Enchantment Bard 2nd Transmutation

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SHATTER SILENCE (RITUAL) SEE INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 10 V, S, M 1 hour
minutes
a chip of mica A pinch of Talc and a small sprinkling of
For the duration, no sound can be created powdered silver
A sudden loud ringing noise, painfully intense, within or pass through a 20-foot-radius sphere
erupts from a point of your choice within range. centered on a point you choose within range. For the duration, you see invisible creatures
Each creature in a 10-foot-radius sphere Any creature or object entirely inside the sphere and objects as if they were visible, and you can
centered on that point must make a is immune to thunder damage, and creatures see into the Ethereal Plane. Ethereal creatures
Constitution saving throw. A creature takes 3d8 are deafened while entirely inside it. Casting a and objects appear ghostly and translucent.
thunder damage on a failed save, or half as spell that includes a verbal component is
much damage on a successful one. A creature impossible there.
made of inorganic material such as stone,
crystal, or metal has disadvantage on this
saving throw.
A nonmagical object that isn't being worn or
carried also takes the damage if it's in the
spell's area.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot level
above 2nd.

Bard 2nd Evocation Bard 2nd Illusion Bard 2nd Divination

WARDING WIND ZONE OF TRUTH


CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M 10 minutes
minutes
You create a magical zone that guards against
A strong wind (20 miles per hour) blows around deception in a 15-foot-radius sphere centered
you in a 10-foot radius and moves with you, on a point of your choice within range. Until the
remaining centered on you. The wind lasts for spell ends, a creature that enters the spell's
the spell's duration. area for the first time on a turn or starts its turn
The wind has the following effects. there must make a Charisma saving throw. On
• It deafens you and other creatures in its area. a failed save, a creature can't speak a
• It extinguishes unprotected flames in its area deliberate lie while in the radius. You know
that are torch-sized or smaller. whether each creature succeeds or fails on its
• It hedges out vapor, gas, and fog that can be saving throw.
dispersed by strong wind. An affected creature is aware of the spell and
• The area is difficult terrain for creatures other can thus avoid answering questions to which it
than you. would normally respond with a lie. Such
• The attack rolls of ranged weapon attacks creatures can be evasive in its answers as long
have disadvantage if the attacks pass in or out as it remains within the boundaries of the truth.
of the wind.

Bard 2nd Evocation Bard 2nd Enchantment

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