Bard Cantrips
Boom
A loud “boom” is created next to the ear of your target. He instantly suffers 1 point of sonic damage. In addition, he must make a Constitution saving throw or suffer a -2 penalty to Concentration checks for 1d3 rounds because of the ringing in the ears. To produce the effect, the Bard plays a loud, reverberating note on a drum and points at the target. Note: weak magic support -1 rounds, strong magic support +1 rounds.
Casting time: 1 action Range: (25 ft. + 5 ft./2 levels) Components: (see description) Duration: Instantaneous School Music
Canny Effort
Your next single skill check (if it is made before the end of the next round) gains a +2 bonus. To produce the effect, the Bard makes a brief (1 turn) display of skill (e.g. music – flourish on a lute, acrobat – a fancy flip).
Casting Time 1 standard action Components (see description) Range personal Target you Duration see above School: All
Clandestine Conversation
The targets can converse without anyone overhearing what they are actually saying. It will appear that the Bard and his companion are engaged in a ‘performance’. Creatures who can read lips might still be able to determine what is actually said, but no Perception check can possibly allow one to overhear the conversation though it may reveal that the ‘performance’ is a sham and the conversation is about something else. While under the effect of this spell, a target creature can speak to someone not affected by this spell, but everyone can hear that conversation normally. Only when one target creature speaks to the other target creature does the conversation remain private and covered by the ‘performance’. To produce the effect, the Bard does a ½ to 1 minute ‘performance’ that requires both people (music – duet, fortune telling – having a fortune told….).
Casting Time 30 seconds – 1 minute Components (see description) Range touch Target two creatures
Duration 10 minutes/level Saving Throw none; Schools: All
Cleanse of Alcohol
The target of a cleanse of alcohol spell finds himself completely cured of any effect caused by indulging in alcohol. If the target is truly willing (DM’s discretion if other than the Bard), there is no saving throw. An unwilling target gets a Wisdom saving throw (DM sets the DC depending on the situation, relationship to the Bard and the subject’s state of mind). To produce the effect, the Bard must touch the subject and chant 1 line of a drinking song backwards.
Casting Time 1 round Components (see description) Range touch Target personal or one creature
Duration instantaneous Saving Throw Subject’s Wisdom; School: All
Giggle
The target suddenly finds something humorous enough to start giggling, and the laughter lasts for one full round. While the target can still move and attack normally, he is unable to speak, or use bardic abilities or cast spells that rely on verbalization, until he stops giggling. To produce the effect, the Bard makes a funny face or one humorous physical piece of comedy.
Casting Time 1 action Components (see description) Range close (25 ft. + 5 ft./2 levels)
Target one creature Duration 10 seconds/caster level, ½ for weak effect, doubled for strong effect. Saving Throw Wisdom or Intelligence Saving Throw versus Bard’s Acting Skill; School: Acting.
Detune
Detune causes a single instrument within range to lose its tuning, giving performance checks with it a –4 modifier. Re-tuning an instrument takes 1d4 full rounds. To produce the effect, the Bard intentionally plays a note off key and then points at the target instrument. Note: if the target instrument is magical or being used to cast a Bard spell at that moment, then it gets the following % check to save versus spell : 1-25% spell fails, 26-76% spell succeeds, 77-00 the caster’s instrument and not the target’s is affected. Also, if the target instrument is magical and casting a spell, it has advantage so there are 2 % rolls and the effect that most benefits the target is taken….
Casting Time 1 standard action Components (see description) Range close (25 ft. + 5 ft./2 levels) Target one instrument Duration instantaneous Saving Throw (see description) School Music
Ghost Sound
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Note: While you can make the sound of people, etc. talking, you cannot make intelligible speech (i.e. your target/victim thinks it’s people talking, but cannot quite make out what they are saying). To produce the effect, the Bard imitates and/or acts out the sound he/she wants for the Ghost Sound and then gestures to indicate what the sound should do. For each element of the sound, the Bard takes 1 turn (e.g. people marching and singing takes 2 turns, 1 of which the Bard marches to create that sound and the other the Bard sings). The Bard can perform the noise very quietly and then choose that it manifests itself louder when the spell is cast….
Checks and Saving Throws: The Bard must succeed on an Acting check. Anyone hearing a ghost sound receives a Wisdom Saving Throw to disbelieve. The DC is decided by the DM based on the skill of the Bard, the characteristics of the ‘victims’, and the situation (e.g. a great performance by the Bard is hindered by a calm and collected group of veteran soldiers who can clearly see in all directions – so where’s this crowd of people making noise?…..).
Casting Time (see description) Components (see description) Range 25 ft. + 5 ft./ levels Duration 1 round/level School: Acting.
Light My Fire
With this spell you are able to start a fire with easily combustible materials, such as paper, dried kindling, or lantern oil. As a general rule, if it could be ignited with flint and steel, it can be ignited with this spell. This spell functions much faster than the normal means of starting a fire, instantly lighting a small fire roughly equivalent to the size of a torch. This spell is not powerful enough to deal damage directly (though fires started by it could). To produce this effect, the Bard mimes striking flint and steel in the direction of where the fire is to start.
Casting Time 1 turn Components (see description) Range (10 ft. + 5 ft./ level) Target unattended, non-magical objects Duration instantaneous Saving Throw none School: All
Message
You can send a verbal message to a familiar target (and only the target) hears the message and can reply in a quiet chant/song that only you can hear. You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. To produce the effect, the Bard points his finger toward a creature within range and quietly chants/sings a message. The recipient of the message must also chant/sing his/her reply .
Casting Time: 1 action Range: 120 ft Components: (see description) Duration: 1 round School: All
Augmented Message As above except for the following: 1. All measurements are doubled for every 3 levels of the Bard casting the spell (includes distance and barriers) and the message is able to go around barriers it cannot pass through. Also, the Bard can determine the volume of the message up to a shout (however, volume does no damage to the target). However, the message must be in verse going both ways!
Signal
You create a loud noise that can be easily heard by anybody within 1,000 ft. (no Perception check required). The noise can penetrate up to two feet of stone or six inches of iron. You can decide on the general sound of the noise, but it must be short and simple. For example a bell, a sword clashing, or a scream would all be possible, but a melody, multiple sounds of battle, or intelligible speech would not be possible. To produce the effect, the Bard imitates/produces the sound and gestures towards where the sound is to originate from. Note: the noise made by the Bard can be at a whisper level and then the spell amplifies it…..
Casting Time 1 action Components (see description) Range (25 ft. + 5 ft./2 levels) Duration instantaneous Schools: Acting or music.
Song of Serenity
You channel positive energy through your song, rejuvenating a fatigued target. To produce the effect, the Bard must sing for 1 round and touch the target while singing for the spell to take effect. The fatigued subject is immediately rejuvenated. The subject must be willing.
Casting Time 1 round Components (see description) Range touch Target creature touched
Duration instantaneous (at the end of the round/song) School: Music.
Summon Instrument
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell. To produce the effect, the Bard mimes playing the instrument being summoned.
Casting Time 1 round Components (see description) Range 0 ft. Effect one summoned handheld musical instrument Duration 1 min./level School: Music.
Timer
Timer sounds an audible alarm after a set time, not to exceed 2 hours per caster level. You choose what type of alarm sound timer creates during casting and cannot thereafter change the sound’s basic character. Anyone within a 80 foot radius will hear the alarm sound clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. The sound lasts for 1 round. Creatures within a silence spell cannot hear the alarm. To produce the effect, the Bard draws a clock (in dirt, scratched on a surface, ….) that indicates when the alarm goes off and then imitates the sound of the alarm. Note: the alarm sound can be quietly produced by the Bard and then much louder when the alarm activates. The alarm is harmless (causes no damage).
Casting Time 1 round Components (see description) Range close (25 ft. +5 ft./2 levels) Duration (see description) Schools: All
Unwitting Ally
You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell’s effect. To produce the effect, the Bard gets the target’s attention (e.g. yells a word at it) and rapidly talks to the target (can be normal voice as magically enhanced, talking should be to confuse the target, and a common language is not necessary).
Casting Time 1 action Components (see description) Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round Saving Throw: Wisdom Saving Throw Spell Resistance: Negates Schools: Acting and Fortune telling.
Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). To produce the effect, the Bard points at the creature and insults it.
Casting Time: 1 action Components: (see description) Range: 60’ Duration: Instantaneous Save: Wisdom Saving Throw, Damage: 1d4 Damage Type: Psychic Schools: All (not surprising).
Augmented Mockery As above, except you can target any creature you can see who can see you. However, you must include a somatic/visual portion to the insult (that you describe) and particularly clever/’amusing to others’ insults in 1 vicious package. The magic will double your range if it is amused….. Available to 5th level+ bards.
A loud “boom” is created next to the ear of your target. He instantly suffers 1 point of sonic damage. In addition, he must make a Constitution saving throw or suffer a -2 penalty to Concentration checks for 1d3 rounds because of the ringing in the ears. To produce the effect, the Bard plays a loud, reverberating note on a drum and points at the target. Note: weak magic support -1 rounds, strong magic support +1 rounds.
Casting time: 1 action Range: (25 ft. + 5 ft./2 levels) Components: (see description) Duration: Instantaneous School Music
Canny Effort
Your next single skill check (if it is made before the end of the next round) gains a +2 bonus. To produce the effect, the Bard makes a brief (1 turn) display of skill (e.g. music – flourish on a lute, acrobat – a fancy flip).
Casting Time 1 standard action Components (see description) Range personal Target you Duration see above School: All
Clandestine Conversation
The targets can converse without anyone overhearing what they are actually saying. It will appear that the Bard and his companion are engaged in a ‘performance’. Creatures who can read lips might still be able to determine what is actually said, but no Perception check can possibly allow one to overhear the conversation though it may reveal that the ‘performance’ is a sham and the conversation is about something else. While under the effect of this spell, a target creature can speak to someone not affected by this spell, but everyone can hear that conversation normally. Only when one target creature speaks to the other target creature does the conversation remain private and covered by the ‘performance’. To produce the effect, the Bard does a ½ to 1 minute ‘performance’ that requires both people (music – duet, fortune telling – having a fortune told….).
Casting Time 30 seconds – 1 minute Components (see description) Range touch Target two creatures
Duration 10 minutes/level Saving Throw none; Schools: All
Cleanse of Alcohol
The target of a cleanse of alcohol spell finds himself completely cured of any effect caused by indulging in alcohol. If the target is truly willing (DM’s discretion if other than the Bard), there is no saving throw. An unwilling target gets a Wisdom saving throw (DM sets the DC depending on the situation, relationship to the Bard and the subject’s state of mind). To produce the effect, the Bard must touch the subject and chant 1 line of a drinking song backwards.
Casting Time 1 round Components (see description) Range touch Target personal or one creature
Duration instantaneous Saving Throw Subject’s Wisdom; School: All
Giggle
The target suddenly finds something humorous enough to start giggling, and the laughter lasts for one full round. While the target can still move and attack normally, he is unable to speak, or use bardic abilities or cast spells that rely on verbalization, until he stops giggling. To produce the effect, the Bard makes a funny face or one humorous physical piece of comedy.
Casting Time 1 action Components (see description) Range close (25 ft. + 5 ft./2 levels)
Target one creature Duration 10 seconds/caster level, ½ for weak effect, doubled for strong effect. Saving Throw Wisdom or Intelligence Saving Throw versus Bard’s Acting Skill; School: Acting.
Detune
Detune causes a single instrument within range to lose its tuning, giving performance checks with it a –4 modifier. Re-tuning an instrument takes 1d4 full rounds. To produce the effect, the Bard intentionally plays a note off key and then points at the target instrument. Note: if the target instrument is magical or being used to cast a Bard spell at that moment, then it gets the following % check to save versus spell : 1-25% spell fails, 26-76% spell succeeds, 77-00 the caster’s instrument and not the target’s is affected. Also, if the target instrument is magical and casting a spell, it has advantage so there are 2 % rolls and the effect that most benefits the target is taken….
Casting Time 1 standard action Components (see description) Range close (25 ft. + 5 ft./2 levels) Target one instrument Duration instantaneous Saving Throw (see description) School Music
Ghost Sound
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Note: While you can make the sound of people, etc. talking, you cannot make intelligible speech (i.e. your target/victim thinks it’s people talking, but cannot quite make out what they are saying). To produce the effect, the Bard imitates and/or acts out the sound he/she wants for the Ghost Sound and then gestures to indicate what the sound should do. For each element of the sound, the Bard takes 1 turn (e.g. people marching and singing takes 2 turns, 1 of which the Bard marches to create that sound and the other the Bard sings). The Bard can perform the noise very quietly and then choose that it manifests itself louder when the spell is cast….
Checks and Saving Throws: The Bard must succeed on an Acting check. Anyone hearing a ghost sound receives a Wisdom Saving Throw to disbelieve. The DC is decided by the DM based on the skill of the Bard, the characteristics of the ‘victims’, and the situation (e.g. a great performance by the Bard is hindered by a calm and collected group of veteran soldiers who can clearly see in all directions – so where’s this crowd of people making noise?…..).
Casting Time (see description) Components (see description) Range 25 ft. + 5 ft./ levels Duration 1 round/level School: Acting.
Light My Fire
With this spell you are able to start a fire with easily combustible materials, such as paper, dried kindling, or lantern oil. As a general rule, if it could be ignited with flint and steel, it can be ignited with this spell. This spell functions much faster than the normal means of starting a fire, instantly lighting a small fire roughly equivalent to the size of a torch. This spell is not powerful enough to deal damage directly (though fires started by it could). To produce this effect, the Bard mimes striking flint and steel in the direction of where the fire is to start.
Casting Time 1 turn Components (see description) Range (10 ft. + 5 ft./ level) Target unattended, non-magical objects Duration instantaneous Saving Throw none School: All
Message
You can send a verbal message to a familiar target (and only the target) hears the message and can reply in a quiet chant/song that only you can hear. You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. To produce the effect, the Bard points his finger toward a creature within range and quietly chants/sings a message. The recipient of the message must also chant/sing his/her reply .
Casting Time: 1 action Range: 120 ft Components: (see description) Duration: 1 round School: All
Augmented Message As above except for the following: 1. All measurements are doubled for every 3 levels of the Bard casting the spell (includes distance and barriers) and the message is able to go around barriers it cannot pass through. Also, the Bard can determine the volume of the message up to a shout (however, volume does no damage to the target). However, the message must be in verse going both ways!
Signal
You create a loud noise that can be easily heard by anybody within 1,000 ft. (no Perception check required). The noise can penetrate up to two feet of stone or six inches of iron. You can decide on the general sound of the noise, but it must be short and simple. For example a bell, a sword clashing, or a scream would all be possible, but a melody, multiple sounds of battle, or intelligible speech would not be possible. To produce the effect, the Bard imitates/produces the sound and gestures towards where the sound is to originate from. Note: the noise made by the Bard can be at a whisper level and then the spell amplifies it…..
Casting Time 1 action Components (see description) Range (25 ft. + 5 ft./2 levels) Duration instantaneous Schools: Acting or music.
Song of Serenity
You channel positive energy through your song, rejuvenating a fatigued target. To produce the effect, the Bard must sing for 1 round and touch the target while singing for the spell to take effect. The fatigued subject is immediately rejuvenated. The subject must be willing.
Casting Time 1 round Components (see description) Range touch Target creature touched
Duration instantaneous (at the end of the round/song) School: Music.
Summon Instrument
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell. To produce the effect, the Bard mimes playing the instrument being summoned.
Casting Time 1 round Components (see description) Range 0 ft. Effect one summoned handheld musical instrument Duration 1 min./level School: Music.
Timer
Timer sounds an audible alarm after a set time, not to exceed 2 hours per caster level. You choose what type of alarm sound timer creates during casting and cannot thereafter change the sound’s basic character. Anyone within a 80 foot radius will hear the alarm sound clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. The sound lasts for 1 round. Creatures within a silence spell cannot hear the alarm. To produce the effect, the Bard draws a clock (in dirt, scratched on a surface, ….) that indicates when the alarm goes off and then imitates the sound of the alarm. Note: the alarm sound can be quietly produced by the Bard and then much louder when the alarm activates. The alarm is harmless (causes no damage).
Casting Time 1 round Components (see description) Range close (25 ft. +5 ft./2 levels) Duration (see description) Schools: All
Unwitting Ally
You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell’s effect. To produce the effect, the Bard gets the target’s attention (e.g. yells a word at it) and rapidly talks to the target (can be normal voice as magically enhanced, talking should be to confuse the target, and a common language is not necessary).
Casting Time 1 action Components (see description) Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round Saving Throw: Wisdom Saving Throw Spell Resistance: Negates Schools: Acting and Fortune telling.
Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). To produce the effect, the Bard points at the creature and insults it.
Casting Time: 1 action Components: (see description) Range: 60’ Duration: Instantaneous Save: Wisdom Saving Throw, Damage: 1d4 Damage Type: Psychic Schools: All (not surprising).
Augmented Mockery As above, except you can target any creature you can see who can see you. However, you must include a somatic/visual portion to the insult (that you describe) and particularly clever/’amusing to others’ insults in 1 vicious package. The magic will double your range if it is amused….. Available to 5th level+ bards.