Abjuration Cantrip Evocation Cantrip Enchantment Cantrip: Bard Bard Bard
Abjuration Cantrip Evocation Cantrip Enchantment Cantrip: Bard Bard Bard
Abjuration Cantrip Evocation Cantrip Enchantment Cantrip: Bard Bard Bard
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THUNDERCLAP TRUE STRIKE VICIOUS MOCKERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous S Concentration, up to 1 V Instantaneous
round
You create a burst of thunderous sound that can You unleash a string of insults laced with subtle
be heard up to 100 feet away. Each creature You extend your hand and point a nger at a enchantments at a creature you can see within
within range, other than you, must make a target in range. Your magic grants you a brief range. If the target can hear you (thought it need
Constitution saving throw or take 1d6 thunder insight into the target's defenses. On your next not understand you), it must succeed on a
damage. turn, you gain advantage on your rst attack roll Wisdom saving throw or take 1d4 psychic
The spell's damage increases by 1d6 when you against the target, provided that this spell hasn't damage and have disadvantage on the next
reach 5th level (2d6), 11th level (3d6), and 17th ended. 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 (XGE) Evocation cantrip Bard Divination cantrip Bard Enchantment cantrip
Bard 1st level Enchantment Bard 1st level Enchantment Bard 1st level Enchantment
Bard 1st level Divination Bard 1st level Evocation Bard 1st level Divination
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DISGUISE SELF DISSONANT WHISPERS EARTH TREMOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V Instantaneous V, S Instantaneous
You make yourself, including your clothing, armor, You whisper a discordant melody that only one You cause a tremor in the ground within range.
weapons, and other belongings on your person, look creature of your choice within range can hear, Each creature other than you in that area must
different until the spell ends or until you use your wracking it with terrible pain. The target must make a Dexterity saving throw. On a failed save,
action to dismiss it. You can seem 1 foot shorter or make a Wisdom saving throw. On a failed save, it a creature takes 1d6 bludgeoning damage and is
taller and can appear thin, fat, or in between. You can't
change your body type, so you must adopt a form that takes 3d6 psychic damage and must immediately knocked prone. If the ground in that area is loose
has the same basic arrangement of limbs. Otherwise, use its reaction, if available, to move as far as its earth or stone, it becomes dif cult terrain until
the extent of the illusion is up to you. speed allows away from you. The creature cleared, with each 5-foot-diameter portion
The changes wrought by this spell fail to hold up to doesn't move into obviously dangerous ground, requiring at least 1 minute to clear by hand.
physical inspection. For example, if you use this spell such as a re or a pit. On a successful save, the At Higher Levels: When you cast this spell
to add a hat to your out t, objects pass through the target takes half as much damage and doesn't using a spell slot of 2nd level or higher, the
hat, and anyone who touches it would feel nothing or have to move away. A deafened creature damage increases by 1d6 for each slot level
would feel your head and hair. If you use this spell to automatically succeeds on the save. above 1st.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you At Higher Levels: When you cast this spell
while it was seemingly still in midair. using a spell slot of 2nd level or higher, the
To discern that you are disguised, a creature can use damage increases by 1d6 for each slot level
its action to inspect your appearance and must above 1st.
succeed on an Intelligence (Investigation) check
against your spell save DC.
Bard 1st level Illusion Bard 1st level Enchantment Bard (XGE) 1st level Evocation
Bard 1st level Evocation Bard 1st level Transmutation Bard 1st level Evocation
Bard 1st level Enchantment Bard 1st level Divination Bard 1st level Illusion
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LONGSTRIDER SILENT IMAGE SLEEP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S, M 1 minute
minute
a pinch of dirt a pinch of nd sand, rose petals, or a cricket
a bit of eece
You touch a creature. The target's speed This spell sends creatures into a magical slumber. Roll
increases by 10 feet until the spell ends. You create the image of an object, a creature, or some 5d8, the total is how many hit points of creatures this
At Higher Levels: When you cast this spell other visible phenomenon that is no larger than a 15- spell can affect. Creatures within 20 feet of a point
using a spell slot of 2nd level or higher, you can foot cube. The image appears at a spot within range you choose within range are affected in ascending
and lasts for the duration. The image is purely visual, it order of their current hit points (ignoring unconscious
target one additional creature for each slot level isn't accompanied by sound, smell, or other sensory creatures).
above 1st. effects. Starting with the creature that has the lowest current
You can use your action to cause the image to move to hit points, each creature affected by this spell falls
any spot within range. As the image changes location, unconscious until the spell ends, the sleeper takes
you can alter its appearance so that its movements damage, or someone uses an action to shake or slap
appear natural for the image. For example, if you the sleeper awake. Subtract each creature's hit points
create an image of a creature and move it, you can from the total before moving on to the creature with
alter the image so that it appears to be walking. the next lowest hit points. A creature's hit points must
Physical interaction with the image reveals it to be an be equal to or less than the remaining total for that
illusion, because things can pass through it. A creature creature to be affected.
that uses its action to examine the image can Undead and creatures immune to being charmed
determine that it is an illusion with a successful aren't affected by this spell.
Intelligence (Investigation) check against your spell At Higher Levels: When you cast this spell using a
save DC. If a creature discerns the illusion for what it spell slot of 2nd level or higher, roll an additional 2d8
is, the creature can see through the image. for each slot level above 1st.
Bard 1st level Transmutation Bard 1st level Illusion Bard 1st level Enchantment
Bard 1st level Divination Bard 1st level Enchantment Bard 1st level Evocation
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