Subclass | Feature | Description |
---|---|---|
Lore | Use your wit to distract a creature and sap its confidence. It receives a -1d6 penalty to Attack roll, Ability check, or Saving throw. | |
Swords |
| |
Valour | Inspire an ally to add a +1d6 bonus to their next Attack roll, Ability check, Saving throw, weapon damage, or Armour Class. |
User:Toancaro/Bard
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Subclass features[edit | edit source]
Subclass | Feature | Description |
---|---|---|
Lore | Your versatile knack for the arcane lets you learn magic from every discipline. Choose some additional spells to add to your repertoire. | |
Swords | You can make an additional free attack after making an unarmed or weapon attack. | |
Valour | You can make an additional free attack after making an unarmed or weapon attack. |
Unique cantrips and spells[edit | edit source]
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Vicious Mockery | Enchantment | Bard | WIS | 18m | Insult a creature: it has Disadvantage on its next Attack roll. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Dissonant Whispers | Enchantment | Bard | WIS | 18m | a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. |
Common cantrips and spells[edit | edit source]
Cantrips and spells that are available for every subclasses of Bard class.
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. | ||||||||
Dancing Lights | Evocation | Bard Sorcerer Wizard |
18m | 9m | Illuminate a 9 m / 30 ft radius. | |||||||
Friends | Enchantment | Bard Sorcerer Warlock Wizard |
9m | Gain Advantage on Checks against a non-hostile creature. | ||||||||
Light | Evocation | Bard Cleric Sorcerer Wizard |
1.5m | Infuse an object with an aura of light. | ||||||||
Mage Hand | Conjuration | Bard Sorcerer Warlock Wizard |
m | Create a spectral hand that can manipulate and interact with objects. | ||||||||
Minor Illusion | Illusion | Bard Sorcerer Warlock Wizard |
18m | Create an illusion that compels nearby creatures to investigate. | ||||||||
True Strike | Divination | Bard Sorcerer Warlock Wizard |
18m | Gain Advantage on your next Attack roll. | ||||||||
Vicious Mockery | Enchantment | Bard | WIS | 18m | Insult a creature: it has Disadvantage on its next Attack roll. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Bane | Enchantment | Bard Cleric |
9m | Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. | ||||||||
Charm Person | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Disguise Self | Illusion | Bard Sorcerer Wizard |
0 | Magically change all aspects of your appearance. | ||||||||
Dissonant Whispers | Enchantment | Bard | WIS | 18m | a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. | |||||||
Faerie Fire | Evocation | Bard Druid |
DEX | 18m | 6m | All targets within the light turn visible, and Attack rolls against them have Advantage. | ||||||
Feather Fall | Transmutation | Bard Sorcerer Wizard |
0 | 9m | You and nearby allies gain Immunity to Falling damage. | |||||||
Healing Word | Evocation | Bard Cleric Druid |
18m | Heal a creature you can see. | ||||||||
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to and gain 5 Temporary Hit Points each turn. | ||||||||
Longstrider | Transmutation | Bard Druid Ranger Wizard |
1.5m | Increase a creature's Movement Speed by 3 m / 10 ft. | ||||||||
Sleep | Enchantment | Bard Sorcerer Wizard |
18m | Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. | ||||||||
Speak with Animals | Divination | Bard Druid Ranger |
0 | Gain the ability to comprehend and communicate with beasts. | ||||||||
Tasha's Hideous Laughter | Enchantment | Bard Wizard |
WIS | 18m | Leave a creature with laughter, without the ability to get up. | |||||||
Thunderwave | Evocation | Bard Druid Sorcerer Wizard |
CON | 1.5m | 5m | Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blindness | Necromancy | Bard Cleric Sorcerer Wizard |
18m | Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage and the foe attacks with Disadvantage. | ||||||||
Calm Emotions | Enchantment | Bard Cleric |
18m | 6m | Humanoids can't be , , or become enraged. | |||||||
Cloud of Daggers | Conjuration | Bard Sorcerer Warlock Wizard |
18m | Conjure a cloud of spinning daggers that attack anyone inside. | ||||||||
Crown of Madness | Enchantment | Bard Sorcerer Warlock Wizard |
WIS | 18m | Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. | |||||||
Detect Thoughts | Divination | Bard Sorcerer Wizard |
0 | Focus your mind to read the thoughts of certain creatures while talking to them. | ||||||||
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Enthrall | Enchantment | Bard Warlock |
6m | Reduce a creature's peripheral vision and make it look at you. | ||||||||
Heat Metal | Transmutation | Bard Druid |
CON | 18m | Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. | |||||||
Hold Person | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Invisibility | Illusion | Bard Sorcerer Warlock Wizard |
1.5m | Touch a creature to turn it . Attacks against it have Disadvantage. It attacks with Advantage. | ||||||||
Knock | Transmutation | Bard Sorcerer Wizard |
18m | Unlock an object that is held shut by a mundane lock. | ||||||||
Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, , or Blinded. | ||||||||
Phantasmal Force | Illusion | Bard Sorcerer Wizard |
18m | Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. | ||||||||
See Invisibility | Divination | Bard Sorcerer Wizard |
0 | Become able to see creatures, and possibly reveal them to others. | ||||||||
Shatter | Evocation | Bard Sorcerer Warlock Wizard |
18m | 3m | Damages all nearby creatures and objects. | |||||||
Silence | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are and Immune to Thunder damage. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bestow Curse | Necromancy | Bard Cleric Wizard |
WIS | 1.5m | Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns. | |||||||
Fear | Illusion | Bard Sorcerer Warlock Wizard |
WIS | 0 | 9m | Targets drop everything and become : they have Disadvantage on Ability Checks and Attack Rolls. | ||||||
Feign Death | Necromancy | Bard Cleric Druid Wizard |
1.5m | Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect. Removed when . | ||||||||
Glyph of Warding | Abjuration | Bard Cleric Wizard |
9m | 4m | Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest. | |||||||
Hypnotic Pattern | Illusion | Bard Sorcerer Warlock Wizard |
18m | 9m | creatures that can see the pattern. They cannot attack you. They cannot move nor act. | |||||||
Plant Growth | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Speak with Dead | Necromancy | Bard Cleric |
9m | Grant a semblance of life to a corpse, allowing it to answer questions. | ||||||||
Stinking Cloud | Conjuration | Bard Sorcerer Wizard |
18m | Create a cloud of gas so nauseating it prevents creatures from taking actions. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Confusion | Enchantment | Bard Druid Sorcerer Wizard |
18m | 6m | Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. | |||||||
Dimension Door | Conjuration | Bard Sorcerer Warlock Wizard |
2m | Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. | ||||||||
Freedom of Movement | Abjuration | Bard Cleric Druid |
1.5m | Snap an ally out of any . can't slow them down, and they can't be magically or . | ||||||||
Greater Invisibility | Illusion | Bard Sorcerer Wizard |
1.5m | Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. | ||||||||
Polymorph | Transmutation | Bard Druid Sorcerer Wizard |
18m | Transform a creature into a harmless sheep. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishing Smite | Abjuration | Bard | Weapon Range | Possibly your target to another plane of existence. | ||||||||
Dominate Person | Enchantment | Bard Sorcerer Wizard |
18m | a nearby humanoid. Allies are unaffected. | ||||||||
Greater Restoration | Abjuration | Bard Cleric Druid |
1.5m | Touch a creature and negate any , , , or Cursed. | ||||||||
Hold Monster | Enchantment | Bard Sorcerer Warlock Wizard |
18m | a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. | ||||||||
Mass Cure Wounds | Evocation | Bard Cleric Druid |
18m | Unleash a soothing hum of energy that heals you and nearby allies. | ||||||||
Planar Binding | Abjuration | Bard Cleric Druid Wizard |
18m | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | ||||||||
Seeming | Illusion | Bard Sorcerer Wizard |
18m | Disguise up to 4 members of your adventuring party. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Eyebite | Necromancy | Bard Sorcerer Warlock Wizard |
WIS | 18m | Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. | |||||||
Otto's Irresistible Dance | Enchantment | Bard Wizard |
9m | Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack rolls. |
Additional cantrips and spells[edit | edit source]
Cantrips and spells that are only available for level 6 Lore or Level 10 Bard class.
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bone Chill | Necromancy | Sorcerer Warlock Wizard |
18m | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. | ||||||||
Eldritch Blast | Evocation | Warlock | 18m | Conjure a beam of crackling energy. Deals 1d10Force damage to a target. | ||||||||
Fire Bolt | Evocation | Sorcerer Wizard |
18m | Hurl a mote of fire. | ||||||||
Ray of Frost | Evocation | Sorcerer Wizard |
18m | Reduces the target's Movement Speed by 3 m / 10 ft. | ||||||||
Sacred Flame | Evocation | Cleric | DEX | 18m | Engulf a target in a flame-like radiance. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Armour of Agathys | Abjuration | Warlock | 0m | Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. | ||||||||
Bless | Enchantment | Cleric Paladin |
9m | Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. | ||||||||
Chromatic Orb | Evocation | Sorcerer Wizard |
18m | Hurl a sphere of energy. It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. | ||||||||
Command | Enchantment | Cleric Paladin |
18m | Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. | ||||||||
Entangle | Conjuration | Druid | 18m | 3m | Vines sprout from the ground, turning it into and possibly creatures within. | |||||||
False Life | Necromancy | Sorcerer Wizard |
0m | Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. | ||||||||
Guiding Bolt | Evocation | Cleric | 18m | The next attack roll against this target has Advantage. | ||||||||
Hellish Rebuke | Evocation | Warlock | DEX | m | React to your next attacker with flames that deal 2d10Fire damage. | |||||||
Hex | Enchantment | Warlock | 18m | Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. | ||||||||
Hunter's Mark | Divination | Ranger | 18m | Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. | ||||||||
Ice Knife | Conjuration | Druid Sorcerer Wizard |
18m | 2m | Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. | |||||||
Magic Missile | Evocation | Sorcerer Wizard |
18m | Create three darts of magical force, each dealing 1d4 + 1Force damage to its target. The darts always hit their target, and can each be targeted individually. | ||||||||
Sanctuary | Abjuration | Cleric | 18m | You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. | ||||||||
Thunderous Smite | Evocation | Paladin | STR | Weapon Range | Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them . |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arcane Lock | Abjuration | Wizard | 1.5m | Close a door or container with a magical lock. It can no longer be lockpicked or opened with | .||||||||
Blur | Illusion | Sorcerer Wizard |
0m | Attackers have Disadvantage on Attack rolls against you. | ||||||||
Darkness | Evocation | Sorcerer Warlock Wizard |
18m | Create a cloud of magical darkness that and inflicts to creatures within. Creatures cannot make ranged attacks into or out of it. | ||||||||
Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Misty Step | Conjuration | Sorcerer Warlock Wizard |
18m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | ||||||||
Pass Without Trace | Abjuration | Druid Ranger |
0m | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Ray of Enfeeblement | Necromancy | Warlock Wizard |
18m | Weaken a foe: they deal half damage with weapon attacks using Strength. | ||||||||
Scorching Ray | Evocation | Sorcerer Wizard |
18m | Hurl 3 rays of fire. Each ray deals 2d6Fire damage. | ||||||||
Spike Growth | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. | ||||||||
Spiritual Weapon | Evocation | Cleric | 18m | Summon a floating, spectral weapon that attacks your enemies alongside you. | ||||||||
Web | Conjuration | Sorcerer Wizard |
18m | 4m | Cover an area in thick, flammable webbing that can creatures within. An ally can use its Help action to try and tear away the webs. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animate Dead | Necromancy | Cleric Wizard |
3m | Animate a corpse to create an undead servant while not in combat. | ||||||||
Call Lightning | Conjuration | Druid | 18m | 2m | Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. | |||||||
Counterspell | Abjuration | Sorcerer Warlock Wizard |
m | Try to stop a spell being cast. | ||||||||
Crusader's Mantle | Evocation | Paladin | 0m | 9m | Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Fireball | Evocation | Sorcerer Wizard |
18m | 4m | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. | |||||||
Gaseous Form | Transmutation | Sorcerer Warlock Wizard |
1.5m | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. | ||||||||
Grant Flight | Transmutation | Sorcerer Warlock Wizard |
1.5m | Bestow the ability to upon yourself or an ally. | ||||||||
Haste | Transmutation | Sorcerer Wizard |
9m | Target yourself or an ally to become . The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. | ||||||||
Hunger of Hadar | Conjuration | Warlock | 18m | 6m | Creatures within this black sphere are and take damage at the end of their turn and the start of their turn. | |||||||
Lightning Bolt | Evocation | Sorcerer Wizard |
0m | 30m | Call forth a blast of lightning that hits all creatures in the line of the eruption. | |||||||
Mass Healing Word | Evocation | Cleric | 0m | 18m | Heal your nearby allies. | |||||||
Remove Curse | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Touch a creature or object to remove all Curses and Hexes affecting it. | ||||||||
Revivify | Necromancy | Cleric Paladin |
9m | 9m | Revive a companion. They return to life with 1 Hit point. | |||||||
Sleet Storm | Conjuration | Druid Sorcerer Wizard |
18m | Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall on a failed Dexterity Saving throw. | ||||||||
Slow | Transmutation | Sorcerer Wizard |
WIS | 18m | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. | |||||||
Spirit Guardians | Conjuration | Cleric | 0m | 3m | Call forth spirits to protect you. | |||||||
Vampiric Touch | Necromancy | Warlock Wizard |
1.5m | Touch an enemy to siphon their life force and regain half as many Hit Points. | ||||||||
Warden of Vitality | Evocation | Paladin | 0m | While this aura lasts, you can cast Bonus action to heal yourself or nearby allies by 2d6hit points. | as a
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
CHA | 18m | Temporarily your target to another plane of existence. | |||||||
Blight | Necromancy | Druid Sorcerer Warlock Wizard |
9m | Deals 8d8Necrotic to a target. Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. | ||||||||
Death Ward | Abjuration | Cleric Paladin |
1.5m | Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left. | ||||||||
Dominate Beast | Enchantment | Druid Sorcerer |
18m | Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination. | ||||||||
Fire Shield | Evocation | Wizard | 0m | Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks. | ||||||||
Guardian of Faith | Conjuration | Cleric Light Domain |
9m | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. | ||||||||
Ice Storm | Evocation | Druid Sorcerer Wizard |
18m | 6m | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. | |||||||
Wall of Fire | Evocation | Druid Sorcerer Wizard |
18m | Create a blazing wall of fire, anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cone of Cold | Evocation | Sorcerer Wizard |
0m | 9m | Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. | |||||||
Conjure Elemental | Conjuration | Druid Wizard |
18m | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. | ||||||||
Contagion | Necromancy | Cleric Druid |
1.5m | Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster. | ||||||||
Wall of Stone | Evocation | Druid Sorcerer Wizard |
18m | Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
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