Bard Spells: Difference between revisions

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== Level 5 ==
== Level 5 ==
{| class="wikitable"
|+ Aura of the Unremarkable
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather)
|}
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature.<br>
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Wisdom
{| class="wikitable"
|+ Awaken
|-
| Level: 5 || Casting Time: 8 Hour || Transmutation
|-
| Range: Touch || Duration: Instant || Components: VSM (an agate worth at least 1,000gp, which the spell consumes)
|}
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 Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one 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 GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.<br>
The awakened beast or plant is charmed by you for 30 days or until you or 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.
{| class="wikitable"
|+ Babble
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
{| class="wikitable"
|+ Claim Identity
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You steal the target's face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by Alter Self, and gain advantage on deception checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.<br>
This spell prevents any other Polymorph effects form restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.<br>
'''At Higher Levels.''' If you cast this spell with a 7th level spell slot or above, it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.<br>
The target remains aware of everything it can see or hear while transformed. The target cannot speak or move, but can still take purely mental actions (such as casting certain spells) or be targeted by spells that affect its mind.<br>
Any creature donning this mask is transofrmed into a flawless imitation of the spell's target, and reverts to its natural form upon removing the mask. Any damage deal to the mask immediately ends this spell.
{| class="wikitable"
|+ Dominate Person
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br>
While the target is charmed, you have a telepathic link with it as long as the two 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.<br>
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.<br>
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
{| class="wikitable"
|+ Dream
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 8 Hours || Components: VSM (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.<br>
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.<br>
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 ten words and then the target must make a Wisdom saving throw. 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 damage.<br>
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 saving throw with disadvantage.
{| class="wikitable"
|+ Greater Restoration
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VSM (diamond dust worth at least 100GP, which the spell consumes)
|}
You imbue a creature you touch with positive energy to undo a debilitating effect. 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
{| class="wikitable"
|+ Hold Monster
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
|}
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw 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 Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Legend Lore
|-
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
| Range: Self || Duration: Instant, 1 Minute (Concentration) || Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP 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.<br>
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 The Stone, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
{| class="wikitable"
|+ Mass Cure Wounds
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Mislead
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: S
|}
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.<br>
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.<br>
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.
{| class="wikitable"
|+ Modify Memory
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.<br>
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.<br>
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 memories take hold when the spell ends.<br>
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.<br>
A remove curse or greater restoration spell cast on the target restores the creature's true memory.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
{| class="wikitable"
|+ Planar Binding
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Hour || Components: VSM ()
|}
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 Charisma saving throw. 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.<br>
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 existence, it returns to the place where you bound it and remains there until the spell ends.<br>
'''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.
{| class="wikitable"
|+ Scrying
|-
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, 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 Wisdom saving throw, 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 saving throw voluntarily if it wants to be observed. The target gains different bonuses or penalties to the Save based on your familiarity with it.<br>
*The target has +5 on the Save if you have Secondhand knowledge of it (you have heard of the target).
*The target has +0 on the Save if you have Firsthand knowledge of it (you have met the target).
*The target has -5 on the Save if you have Familiar knowledge of it (you know the target well).
The target also gains different penalties to the Save based on the strongest connection you have to it.<br>
*The target has -2 on the Save if you have a likeness or picture of the target.
*The target has -4 on the Save if you have a possession or garment of the target.
*The target has -10 on the Save if you have a body part, lock of hair, bit of nail, or similar object of the target.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.<br>
On a failed save, the spell creates an invisible sensor within 10 feet 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 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br>
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.
{| class="wikitable"
|+ Seeming
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 8 Hours || Components: VS
|}
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 Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br>
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot 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.<br>
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 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 than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br>
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
{| class="wikitable"
|+ Skill Empowerment
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.<br>
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.
{| class="wikitable"
|+ Sonic Boom
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br>
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.
{| class="wikitable"
|+ Steel Wind Strike
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon)
|}
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br>
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
{| class="wikitable"
|+ Synaptic Static
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br>
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 Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Taboo
|-
| Level: 5 || Casting Time: 1 Minute || Enchantment
|-
| Range: 60ft || Duration: 30 Days || Components: V
|}
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 Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage 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.<br>
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.<br>
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.<br>
'''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 9th level, the spell lasts until it is ended by one of the spells mentioned above.
{| class="wikitable"
|+ Teleportation Circle
|-
| Level: 5 || Casting Time: 1 Minute || Divination
|-
| Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes)
|}
As you cast the spell, you draw a 10-foot-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 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br>
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 two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br>
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
{| class="wikitable"
|+ Temporal Shunt
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.