Bard Spells: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
|+ Alone (Sorcerer, Warlock, Wizard)
|+ Alone
|-
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
| Level: 3 || Casting Time: 1 Action || Enchantment
Line 1,034: Line 1,034:
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.<br>
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.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, 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 or higher grants a duration that doesn't require concentration.
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, 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 or higher grants a duration that doesn't require concentration.
{| class="wikitable"
|+ Body Double (Warlock)
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: V
|}
Choose a creature within range, it makes a Charisma Saving Throw, on a failed Save, the target's appearance, scent, sounds, and mannerisms change to match those of another creature within range of your choice of the same size category. The target can choose to fail the Saving Throw. As long as the two targets are the same size, they are indistinguishable from each other.<br>
'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.
{| class="wikitable"
|+ Bolstering Brew (Cleric)
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VSM (Exotic ingredients worth 100GP which the spell consumes)
|}
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:
*The creature gains 2d4 Temporary Hit Points
*The creature is immune to the Frightened condition
*The creature has Resistance to Cold Damage
*The creature has Advantage on Constitution Saving Throws
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.
{| class="wikitable"
|+ Catnap
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 10 Minutes || Components: SM (a pinch of sand)
|}
You make a calming gesture, and up to three 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 damage 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.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
{| class="wikitable"
|+ Clairvoyance
|-
| Level: 3 || Casting Time: 10 Minutes || Divination
|-
| Range: 1 Mile || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
|}
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.<br>
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.<br>
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
{| class="wikitable"
|+ Discovery Torch
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
{| class="wikitable"
|+ Dream Reality
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 10 Minutes || Components: V
|}
You cause the target to perceive the world as if in a dream. When the spell ends, the target must make a Wisdom Saving Throw, forgetting all identifying details of events that transpired while the spell lasted on a failure. The creature treats these memories as if they were a dream, and will not believe otherwise by non-magical means.
{| class="wikitable"
|+ Elemental Weapon
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: Instant, 1 Hour (Concentration) || Components: VS
|}
A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.
{| class="wikitable"
|+ Enemies Abound
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. 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 damage, it can repeat the saving throw, ending the effect on itself on a success.<br>
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. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
{| class="wikitable"
|+ Fast Friends
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
|}
When you cast this spell, choose one Humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.<br>
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.<br>
When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
{| class="wikitable"
|+ Fear
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft Emanated Cone || Duration: 1 Minute (Concentration) || Components: VSM (w white feather or the heart of a hen)
|}
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.<br>
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 Wisdom saving throw. On a successful save, the spell ends for that creature.
{| class="wikitable"
|+ Feign Death
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt)
|}
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br>
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 damage except psychic damage. 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.
{| class="wikitable"
|+ Glyph of Warding
|-
| Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration
|-
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)
|}
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on 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. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br>
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br>
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 object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.<br>
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.<br>
When you inscribe the glyph, choose explosive runes or a spell glyph.<br>
'''Explosive Runes.''' When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br>
'''Spell Glyph.''' You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating 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 concentration, it lasts until the end of its full duration.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage 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.
{| class="wikitable"
|+ Healing Wave
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
{| class="wikitable"
|+ Hypnotic Pattern
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: SM (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-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. 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.<br>
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
{| class="wikitable"
|+ Impossible Angles
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.<br>
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.<br>
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.
{| class="wikitable"
|+ Instant Audience
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft Still Emanation || Duration: 4 Hours || Components: VSM (four buttons and a live mouse which disappear for the duration of the spell)
|}
You conjure a semi-real audience. Every minute for the next 10 minutes, 1d4 people will enter the area as if just coming in from the outside naturally, coming in from around corners, through doors, or the like. They appear to be a mix of people appropriate for the circumstance and location.<br>
When appropriate, the group applauds, chats to one another, and eats available snacks. The group can also interact with real creatures in the area, praising, talking to, or shaming the person as appropriate.<br>
The group does not talk about themselves at all as they have no history or true knowledge beyond trivia you yourself might know, nor do they leave the area.<br>
When the spell ends or you dismiss the spell as an Action, the audience leaves in the same ways they entered. The members of the audience do not fight in any manner, each one has a 10 AC and 1 HP, instantly vanishing if harmed in any way.
{| class="wikitable"
|+ Intellect Fortress
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
|}
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Motivational Speech
|-
| Level: 3 || Casting Time: 1 Minute || Enchantment
|-
| Range: 60ft || Duration: 1 Hour || Components: V
|}
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
{| class="wikitable"
|+ Nondetection
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)
|}
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 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
{| class="wikitable"
|+ Plant Growth
|-
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.<br>
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.<br>
You can exclude one or more areas of any size within the spell's area from being affected.<br>
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
{| class="wikitable"
|+ Relocate
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see.<br>
If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see.
{| class="wikitable"
|+ Roaming Pit
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
{| class="wikitable"
|+ Sending
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire)
|}
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
{| class="wikitable"
|+ Speak With Dead
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 10ft || Duration: 10 Minutes || Components: VSM (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.<br>
Until the spell ends, you can ask the corpse up to five 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.
{| class="wikitable"
|+ Speak With Plants
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft Still Emanation || Duration: 10 Minutes || Components: VS
|}
You imbue plants within 30 feet 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.<br>
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.<br>
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.<br>
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.<br>
This spell can cause the plants created by the entangle spell to release a restrained creature.
{| class="wikitable"
|+ Stinking Cloud
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a rotten egg or several skunk cabbage leaves)
|}
You create a 20-foot-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.<br>
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw 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 saving throw.<br>
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.
{| class="wikitable"
|+ Tiny Hut
|-
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration
|-
| Range: 10ft Still Emanation || Duration: 8 Hours || Components: VSM (a small crystal bead)
|}
A 10-foot-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.<br>
Nine 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 nine 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.<br>
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.
{| class="wikitable"
|+ Tongues
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
|}
This spell grants a willing 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.