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Published by Patrick PIGNOL, 2023-08-02 19:03:52

DnD 5 - EN - Simplified Bard Spells

DnD 5 - EN - Simplified Bard Spells

0 Level (Cantrips) Blade Ward: Caster gains resistance to bludgeoning, piercing, and slashing damage. Dancing Lights: Creates torches or other lights. Friends: You gain advantage on all Cha checks vs creatures who aren’t hostile to you, but they may become hostile when the spell ends. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Minor Illusion: You create a sound or an image of an object within range that lasts for the duration. Prestidigitation: Performs minor tricks. True Strike: Next turn, you gain advantage on your first attack. Vicious Mockery: Insult a creature, causing 1d4 psychic damage on a failed Wis save and causing a disadvantage on its next attack. Increases by 1d4 on the 5th, 11th, and 17th level. 1st Level Bane: Up to three creatures make a Cha save. On a failure, they subtract 1d4 from every attack or saving throw. Charm Person: Makes one person your friend. Comprehend Languages: You understand all spoken and written languages. Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st. Detect Magic: Detects spells and magic items within 60 ft. Disguise Self: Changes your appearance. Dissonant Whispers: Whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain if they fail Wis check. On a failed save, it takes 3d6 psychic damage and must move away from you. Faerie Fire: Outlines targets in a 20 ft cube in colored light. Creatures must make a Cha save to avoid. Attacks against outlined creatures have advantage. Feather Fall: Objects or creatures fall slowly. Healing Word: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. At higher levels increases 1d4 per level above 1st . Heroism: For up to a minute, a target is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. Identify: Determines properties of magic item. Illusory Script: Create text that is only readable to certain people. Longstrider: A target’s speed increases by 10 ft. Silent Image: Creates minor illusion of your design. Sleep: Roll 5d8; the total is how many hit points of creatures this spell can put into a magical slumber. Tasha’s Hideous Laughter: Creature starts hysterically laughing, must make a Wis save or fall prone. Thunderwave: 15 ft cube of thunder, targets make a Con save. If failed, they take 2d8 thunder damage and are pushed back 10ft. If not, halve the damage. Unseen Servant: Invisible force obeys your commands. 2nd Level Animal Messenger: Sends a tiny animal to deliver a message. Blindness/Deafness: Blinds or Deafens a foe who fails a Con save. If they succeed, the spell ends. Calm Emotions: All humanoids in a 20 ft radius make a Cha save, those who fail become calmed. Cloud of Daggers: Creates a cube 5 feet on each side that deals 4d4 slashing damage to anything that enters. Crown of Madness: On a failed Wis save, creature is charmed and attacks its comrades at your control. Detect Thoughts: Allows “listening” to the surface thoughts of a target. Enhance Ability: Choose one for the next hour: Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Str checks, and his or her carrying capacity doubles.


Cat’s Grace. The target has advantage on Dex checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Cha checks. Fox’s Cunning. The target has advantage on Int checks. Owl’s Wisdom. The target has advantage on Wis checks. When cast at higher level slots, you can target an additional creature. Enthrall: Target creature makes a Wis check and if it fails becomes distracted by your words. (Disadvantage to notice any creatures other than the caster) Heat Metal: Heats a metal object to red hot and deals 2d8 to anyone holding it. Hold Person: Paralyzes one humanoid on failed Wisdom save. Invisibility: A creature you touch becomes invisible until the spell ends. Knock: Magically open an object/door. Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Locate Animals or Plants: Find a specific beast or plant within 5 miles. Locate Object: 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 feet of you. If the object is in motion, you know the direction of its movement. Magic Mouth: You can implant a message in an object. When the trigger you decide happens, a magic mouth appears and says your message. Phantasmal Force: You craft an illusion that takes root in the mind of a creature that fails an Int save. See Invisibility: Reveals any invisibility. Shatter: 10 ft sphere of ringing noise that deals 3d8 thunder damage on a failed Con save, half if successful. Objects also take damage. Creatures made of inorganic material have a disadvantage. Silence: For up to ten minutes, no sound can be created within or pass through a 20-foot-radius sphere. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deaf inside it. Suggestion: Target makes a Wis save and if it fails it must do a reasonable activity that the caster chooses. Zone of Truth: 15 foot sphere where any creature that fails a Cha save must speak the truth. 3rd Level Bestow Curse: On a failed Wis save, target is cursed. Choose between that target having disadvantage on one anything with one ability score (saves and checks), disadvantage on attacks against you, a failed Wis score each turn makes the turn pointless, or your attacks/spells do an extra 1d8 necrotic damage. Clairvoyance: Creates a small sensor that you can use to spy with. Dispel Magic: Cancels magical spells and effects. Fear: Each creature in a 30 ft cone must make a Wis save or drop everything and become scared. Feign Death: Puts a creature into a willing, death-like coma. . Glyph of Warding: Places a magical Glyph on an item of your choice. When the item is triggered (Ex: Opening a door or picking up a jar) the glyph either casts a 3rd level or lower spell or explodes in a 20 ft radius dealing 5d8 acid, cold, fire, lightning or thunder damage on a failed Dex save. (Halves damage if successful) Hypnotic Pattern: Creates a 30 ft cube of pretty swirls and colors that on a failed Wis save charms creatures and incapacitates them. Leomund’s Tiny Hut: Creates a 10 ft dome of force and up to 9 medium or smaller creatures can take shelter in it. Major Image: As silent image, plus sound, smell and thermal effects. Nondetection: For up to 8 hours, you hide a target that you touch from divination magic. Plant Growth: Make plants grow more. The longer you cast it, the richer the growth. Sending: You send a short message of twenty-five words or less to a creature with which you are familiar. Speak with Dead: You can talk to dead people. Speak with Plants: You can temporarily make plants sentient in order to communicate with them or move them.


Stinking Cloud: 20 ft sphere of disgusting gas that on a failed Con save, makes a creature spend its turn vomiting. Tongues: 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 one language and can hear the target understands what it says. 4th Level Compulsion: Creatures you can see up to 30ft away must make a Wis save. If they fail, they move in a designated direction. Confusion: On a failed Wis save in a 10 ft sphere, affected creatures become confused. Dimension Door: You teleport yourself from your current location to any other spot within range. Freedom of Movement: For a hour, a 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. Greater Invisibility: You or a creature you touch becomes invisible until the spell ends. Hallucinatory Terrain: You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Locate Creature: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that object is within 1,000 feet of you. If the creature is in motion, you know the direction of its movement. Polymorph: This spell transforms a creature 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 saving throw. 5th Level Animate Objects: Up to ten non-magical objects come to life at your command. Medium objects count as 2, large as 4, and huge as 8 objects. Awaken: Makes a plant or dumb beast sentient for 30 days or until the caster or their companions harms it. Dominate Person: Controls humanoid telepathically. Dream: Shape a creature’s dream Geas: If the target can understand you, it makes a Wis save. On a failure, it becomes charmed and must obey a command you give. (Not suicidal, that ends the spell) If it disobeys, it take 5d10 psychic damage. Greater Restoration: You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: • One effect that charmed or petrified the target • One curse, including the target’s attunement to a cursed magic item • Any reduction to one of the target’s ability scores • One effect reducing the target’s hit point maximum Hold Monster: Paralyzes one creature on a failed Wis save. A successful Wis save cancels the spell. Legend Lore: The spell brings to your mind a brief summary of the significant lore about a person, place or object. Mass Cure Wounds: Up to 6 creatures in a 30 ft sphere heal 3d8+ spellcasting modifier. At higher levels it increases by 1d8 for each level above 5th . Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. You can control and see through your double. Modify Memory: On a failed Wis save, a creature becomes charmed and you may modify a memory from the past 24 hours. Planar Binding: You attempt to bind a celestial, an elemental, a fey, or a fiend to your service. Takes 1 hour to cast and the target must be in range! At the end, on a failed Cha save, the creature serves you for 24 hours. Raise Dead: You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. Scrying: 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. Seeming: This spell allows you give a new, illusory appearance to any number of creatures that you can see within range. Teleportation Circle: Creates a 10 ft diameter portal that remains open for 1 turn and takes you to a new


place on the Material Plane. (See PHB for more details) 6th Level Eyebite: Your eyes become inky voids that can make creatures up to 60 ft away either fall asleep, panic, or become sick on a failed Wis save. Find the Path: Allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. Guards and Wards: Creates guards and wards in an area up to 2,500 square feet. You can create a password to deactivate the traps. (See PHB for full details) Mass Suggestion: As Suggestion, but with up to 12 targets. Otto's Irresistible Dance: Target has to do a comical dance. Wisdom saving throw cancels spell. Programed Illusion: You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. True Seeing: Lets you see all things as they really are. 7th Level Etherealness: You step into the borders of the Ethereal Plane and can see both planes but aren’t affected by anything on the plane. Forcecage: Creates an invisible cage (20 ft square) or box (10 ft square) to imprison targets. Mirage Arcane: You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Mordenkainen’s Magnificent Mansion: Creates an extradimensional home which lasts for 24 hours and includes furnishings, servants, and lots of food, all the caster can modify to their whim. Mordenkainen's Sword: A hovering sword that deals 3d10 force damage with a successful melee attack. Project Image: You create an illusory copy of yourself that lasts for up to a day. Resurrection: You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead and it returns to life with all its hit points. Symbol: You inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object and choose a trigger and one of the following affects. 1. Death. Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save. 2. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. 3. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. 4. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. 5. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. 6. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. 7. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. 8. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. Teleport: Transports you and up to 8 willing creatures to where you wish. 8th Level Dominate Monster: Controls creature telepathically. Feeblemind: You blast the mind of a creature that you can see within range and it takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1.


Glibness: For an hour, when you make a Charisma check, you can replace the number you roll with a 15. Also everyone thinks you are telling the truth. Mind Blank: For 24 hours, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. Power Word Stun: Stuns creature with 150 HP or less. A successful Con save at the end of its turn can end the spell. 9th Level Foresight: Willing creature gains advantage on attack rolls, ability checks, saving throws, and cannot be surprised. Other creatures have disadvantage on attack rolls against the target. Power Word Heal: Touch a creature, it regains all its hit points. Power Word Kill: If the creature you choose has 100 hit points or fewer, it dies. True Polymorph: You transform a creature into a different creature, a creature into an object, or an object into a creature (the object must be neither worn nor carried by another creature). If you concentrate on it for an hour, the spell becomes permanent.


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