Bardic Magic

Bardic Magic


PHB == Players Handbook

Cantrip

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Animate Instrument
1st Level Transmutation
Casting time: 1 action
Range: touch
Components: V
Duration: 24 hours

A musical instrument you own and touch animates and plays music independently. While you are within 30 ft. of the instrument, you can use a bonus action to mentally command it to start or stop playing and you determine what sort of music it plays. You can also have the instrument start or stop playing if a condition is met, but only one such condition at a time. For instance, you can command an animated horn to blare when a creature comes within 30 ft. of it.back to Level 1

Besetting Dance
Conjuration cantrip
Casting time: 1 action
Range: 30 ft
Components: V, S
Duration: immediate

You wrap a target in song, forcing them to move and dance. Those who fail a dexterity save, either, at your choice: 1) fall prone or 2) move up to half their movement in a direction you choose.back to cantrips

Boundless Repertoire
1st Level Evocation
Casting time: 1 action
Range: 60 ft
Components: V
Duration: see below
Can use a song to call forth an item you need to hand, as long as its around you within 10 ft or on your body.  Cannot take an item under someone else’s control unless they allow it. back to Level 1

Chaotic Allure
3rd Level Fate
Casting time: 1 action
Range: Self (30ft radius)
Components: V
Duration: 1 minute/level
The bard performs, producing a "Chaos" effect on a target or self, making it difficult for hostile actions to land on the them, and making the enemy easily "choose" to make the wrong judgment.

  • Any living being with any intellect or awareness suffers a penalty equal to the Bard’s Performance skill rank to inflict harm.
  • Any critical successes are automatically re-rolled to determine if they are true critical effects.
  • Any random damage effects suffer disadvantage on rolls.
    back to Level 3

Climatic Effect
2nd Level Evocation/Fate
Casting time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 5 turns
The Bard seizes upon the dramatic tension of the moment, and distills it down to a single moment — be it an attack, a movement, a save or skill — conveying to it a bonus to succeed (or fail). This “moment” is declared when the spell is began and cannot be changed (barring the use of Dramatic Intervention). This builds turn by turn, to a max of 5 turns, whereupon it explodes (literally) if not released. This energy will either:

  • Add a +2 bonus per turn of concentration;
  • Add +d8 HP damage per turn of concentration;
  • add +100% movement speed per turn of concentration;
  • compound an effect or dramatic event by one increment (GM adjudicates) per turn maintained.
    The “moment” named must be still possible to maintain the magic. If the moment passes, so too does the magic.
    back to Level 2

Coaxing Boost
1st Level Enchantment
Casting time: 1 action
Range: touch or 10ft
Components: V, S
Duration: 1 hour

You touch or encourage a willing creature with song or words. That creature gains 1d8 temporary hit points for the duration of this spell.

When performing this music, choose one of the following conditions: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. This condition is suppressed for the music's duration, having no effect until the music ends, at which point the condition resumes if its original duration had not already expired.
back to Level 1

Cultivator's Hymn
1st Level Enchantment
Casting time: 1 action
Range: touch or 10ft
Components: V, S
Duration: 1 hour

Every cultivator defies the heavens despite their fear. This hymn reflects that courage, making you or someone you touch (max 1 person per casting) immune to the frightened/feared condition. If a creature attempst to inflict the frightened condition on your, you can use a reaction to reflect this fear back on them. Those that fail a Wisdom saving throw become frightened for minute or take your CHAR modifier in psychic damage (your choice).

back to Level 1
Discordant
Conjuration cantrip
Casting time: 1 action
Range: 10 ft
Components: V, S
Duration: immediate

You create a sudden, harsh and discordant sound that can damage one target within 10ft for d8 HP damage or d6 HP damage to all people within 5ft of you.back to cantrips

Discordant Performance
3rd Level Evocation
Casting time: 1 action
Range: Self (30ft radius)
Components: V
Duration: Immediate
You begin a wild, chaotic and rancorous performance whose legal notes fly wildly around you, wounding and flaying all that listen.  Every creature within 30ft radius of you must make a DEX saving throw.  Those that fail take d20 sonic and d20 slashing damage.  A successful saving throw halves this damage.back to Level 3

Dramatic Intervention
3rd Level Fate
Casting time: 1 action
Range: Self
Components: V
Duration: 24 hours or when used
Allows the Bard to intervene and change one factor of a Fate related magic to something of choice.  When cast, it must be used with another Fate based magic or it fades after 24 hours.  Once employed to change something with another fate magic, say, changing the “moment” of Climatic Event magic or switching the coincidence of No Coincidence, No Story, it fades, its duration over.back to Level 3

Ethereal Instrument
Illusion cantrip
Casting time: 1 action
Range: 5 ft
Components: V, S
Duration: 1 hour

An etheral version of any musical instrument of your choice appears in your hands or at your side (your choice). The instrument is invisible to all but you, is immaterial, and cannot interact with anyone or anything else, except you. When played it can be heard normally, though others cannot see it. While weightless, it cannot move by itself and has to be manually moved after cast.
back to cantrips

Extended Version
2nd Level Enchantment/Charm
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 turn/level
This spell extends the duration of any bardic magic employed AFTER it is cast.  Choose one bardic spell per turn whose duration is extended by one increment, e.g., if X number of turns/level, then it counts as +1 levels.  If its incremental, add +1 increment.  You can extend the same magic incrementally, e.g., round to round, but it weakens the magic correspondingly by 50% each time you do. back to Level 2

Fighting Words
1st Level Enchantment
Casting time: 1 action
Range: touch
Components: V, S
Duration: 1 minute

A simple weapon you are holding is imbued with the power of your music, allowing you to use your spellcasting ability instead of Str/Dex for the attack and damage rolls of melee attacks using that weapon. If the the weapon’s damage die isn't d8, it becomes a d8. The spell ends if you cast it again or if you let go of the weapon.
back to Level 1

Infectious Performance
3rd Level Fate/Evocation
Casting time: 1 action
Range: see below
Components: V
Duration: see below
Allows the Bard to designate the next 1st or 2nd level bardic magic they cast to become infectious.  The infectious magic will able to spread to another living being within 20ft of the target.  If the target fails a WIS saving throw, it also suffers the effect of the same bardic magic.  The target must be able to understand the infectious creature to convey the infectious bardic magic.  A new target is chosen every turn until the cycle repeats or they leave the affected radius.  Each newly infected target inherits half the duration of the magic affected preceding infected creature.  This continues cyclicly until the duration falls to one turn, in which it fades afterward.  Only magic with longer than immediate or instantaneous duration can be leveraged for this magic, and only those of level 1 or level 2.

Example:  Bard applies infectious performance to Hold Person.  The original target is surrounded by 5 creatures within 20 ft.  The first creature infects a second creature on turn 2.  On turn 3, both of them infect two more, making four creatures infected. On turn 4, the four (4) infected creatures infect the remaining two.  One of the party members comes too close before the one minute duration ends and is affected also.  The spell fades on creature one after minute, but since they are next to several other infectious beings, they are reinfected (sucks to be you) but only for half a minute this time.  The cycle repeats until it falls to one turn or less.
back to Level 3

Instant Outfitting
1st Level Enchantment
Casting time: 1 action
Range: self or touch
Components: V, S
Duration: immediate

Any attire, armor, etc., you are wearing, completely or in part, can be immediately removed and replaced with another of your choice as long as it is somewhre on your person, including in magical pouches and such, or within 5ft and unowned/in your possession. This includes objects or weapons that are handheld, such as a sword or shield.

back to Level 1

It is Real in Song
Conjuration cantrip
Casting time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You employ song to describe into being a single, simple, non-magical object that you have seen before in your hand. This object must be something you can comfortably hold in one hand. This item lasts for the duration unless you use this song again, the item takes damage, is dispelled (no action required), stowed, dropped, or otherwise lost from your hand(s). back to cantrips

Jarring Chords

2nd-level Evocation
Casting time: 1 Action
Range: 30 ft
Components: V, S, M
Duration: Concentration, 1 turn

Dissonant chords and jarring lyrics hang in the air around the caster, with subsonic vibrations blasting through all creatures within the spell's range. All affected creatures must make a Constitution saving throw or take 2d4+2 thunder damage each round the caster performs this spell.

Lampoon
Enchantment cantrip
Casting time: 1 action
Range: Self
Components: V
Duration: Instantaneous

You mercilessly lampoon one target by using ridicule, irony, or sarcasm. Its so bad it causes pain and distress. Any single living creature that can hear and understand you must make an Intelligence saving throw, if they succeed, they take 1d6 psychic damage and are unable to take reactions until the end of their next turn. If they fail the saving throw, they didn't comprehend the vicious lampooning you gave and nothing happens to them. back to cantrips

Magnetic Performance
1st Level Enchantment/Charm
Casting time: 1 action
Range: 40 ft
Components: V, S
Duration: concentration or 1 turn

Your performance is so moving and attractive it draws creatures to you. You affect your Bard LEVEL + CHAR bonus in creatures with this magic (your choice). Each creature you select that starts its turn within 40 feet of you must succeed on a Constitution saving throw or be pulled 10 feet closer to you. Any creature within 20 feet of your must spend 2 feet of Movement for every 1 foot it moves when moving away. Once within 10ft, creatures enamored will circle around you on their turn if they do not make a Constitution saving throw. Additionally, creatures who move within 10ft feet of you are disadvantaged when attempting any action. If they target you for any reason, you gain advantage against anything they attempt against you.
back to Level 1

Mettle of Heroes
Abjuration Cantrip
Casting time: 1 action
Range: touch
Components: S
Duration: 1 turn
You wrap a target creature in a song glorifying the valor of yesteryears, warding away danger. The creature you touch has advantage on saving throws until the start of your next turn.
back to cantrips

My Infinite Song
Conjuration cantrip
Casting time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You have a person song you can hum and sing that acts as a secret way to write information. Similar to a notebook you can note down information and store it in a way that will contain the same contents between castings and can hold up to 50 pages of writing. As part of dismissing the song, you may choose to remove all, some or no information from it.
back to cantrips

My Song, A Weapon
1st Level Evocation
Casting time: 1 action
Range: 60 ft
Components: V, S
Duration: see below
You craft a song, a series of words or even pantomime actions to convey your insult and power to a creature within range.  The song takes form of a weapon of your choice (choose weapon), smiting and striking the target you designate.  The weapon performs exactly like the weapon your convey, performing one action that turn, plus an additional action at 5th, 11th and 17th level.  Additional actions may be used all at once in one turn or spread out across multiple turns as the Bard desires.
If more than one song of this nature is sang, song weapons may coordinate their attacks and assist each other as if independently wielded.
back to Level 1

My Song, An Armor
1st Level Evocation
Casting time: 1 action
Range: Self
Components: V, S
Duration: see below
You craft a song, a series of words or even pantomime actions to convey your insult and power to a creature within range.  The song fashions itself into armor, fitting perfecting to the Bard, without encumbrance or inhibition in any way.  The base form of the armor provides +2 AC, and increases by +1 AC at 5th, 11th and 17th level.  This armor lasts for as long as supported in song.  The Bard may sing another song/spell/effect, but must expend a free action during that turn to support this one or it fades.  The armoring effect is fashioned from sound and stacks with other, AC providing bonuses.
back to Level 1

My Song, My Soul
9th Level Ritual
Casting time: see below
Range: Self
Components: V, S, M
Duration: see below

A special composition made by a Bard to house their soul, similar to a lich's phylactery. This ritual tempers the composition to hold the Bard's soul and provide a form of immortality. Requires a Paragon composition that achieved Heaven & Earth treasure status. Performing this ritual requires the Bard to give a Paragon performance of the composition also qualifying as a Heaven & Earth treasure event. Doing so binds the life force and powers of the Bard into the composition. As long as this composition is not forgotten and/or exists, the Bard lives.

  • The Bard's soul is contained in this composition. If someone performs the composition, and the Bard is dead, they can possession the body of the person performing.
  • If the peformance of the composition is Legendary or higher, the Bard can recreate their body by consuming the Heaven powers of the event.
    back to Level 9

Music Makes a Scene
2nd Level Enchantment/Charm
Casting time: 1 action
Range: Self
Components: V,S
Duration: See below

Rapidly capture a flawless depiction of what the Bard saw in a song. The duration the composition covers can be 1 turn to 10 minutes in length. The song will accurately records any illusions you saw, powers used, etc., and reproduces facets such as colors and brightness as you saw them in the scene. This special composition lasts for 1 month. If performed, it can faithfully transfer this vision to an audience one time before fading.
back to Level 2

No Coincidence, No Story
3rd Level Evocation/Fate
Casting time: 1 action
Range: Self
Components: V
Duration: see below
An old saying goes, “no coincidence, no story”.  It means a good story always contains an interesting coincidence. The bard gently coerces fate with song and charm to spin a coincidence beneficial to him or detrimental to another.  For the magic, a coincidence is defined as an occurrence of two events at the same time or a situation in which two events occur in an inspected way.  The GM is the final arbitrator of this magic but it should occur within d4 turns after being sung.
back to Level 3

Not During My Performance
2nd Level Enchantment/Charm
Casting time: 1 action
Range: Self
Components: V
Duration: See below
The spell can only be used after the Bard has used a class skill like Bardic Inspiration, class skill, or a Bard spell. When cast, it provides the Bard a bonus of +2 temporary HP per performance skill rank until the end of the encounter or expended. It cannot be stacked but can be recast if the temporary HP are consumed.
back to Level 2

Only My Performance Matters
2nd Level Enchantment/Charm
Casting time: 1 action
Range: 30 ft
Components: V, S
Duration: concentration, 1 minute
Bard creates a psychological blind spot for certain creatures when they see their performance, making them effectively invisible to them for as long as they perform. Once the performance stops, the invisibility effect fades 1 minute later. A number of individuals equal to the Bard’s Perform skill is affected.
back to Level 2

Paean of the Crimson Age
2nd Level Enchantment/Charm
Casting time: 1 action
Range: 30 ft
Components: V, S
Duration: concentration (action), immediate

Quote the poems and/or songs of the Crimson Age, speaking of its heavy destiny and bloodshed. Those hostile to the Bard within 30ft must make a Charisma saving throw. On a failure, they take 1d4 thunder damage and 1d4 psychic damage, and are stunned until the end of your next turn or the end of your turn after you end the concentration.
back to Level 2

Paean of the Mithril Silver Age
2nd Level Enchantment/Charm
Casting time: 1 action
Range: 30 ft
Components: V, S
Duration: concentration (action), immediate
Quote the poems and/or songs of the Mithril Silver Age, speaking of its triumph and mighty battles. This song fills your whole team with health and the vigor to fight longer and harder. During the turn this was cast and whenever an ally starts their turn within range and can hear you, you may roll one of your Bardic Inspiration Die to heal that ally for the amount equal to your roll. (This does not require you to have any Bardic Inspiration Die stored and will not expend a Bardic Inspiration Die to use.)
back to Level 2

Panache
Enchantment cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A word, a gesture, a gaze; its all it takes. You briefly distract a creature within range and they must succeed on a Wisdom saving throw or have disadvantage on the first attack roll they make before the end of your next turn. back to cantrips

Piercing Trill
2nd Level Enchantment
Casting time: 1 action
Range: self
Components: V, S
Duration: immediate*

You explode a piercing trill of musical power directly into a target's mind, causing them a headache like none they've ever had before.

Target one creature within range that you can see. That creature must make a Constitution saving throw, becoming stunned on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. Until it succeeds, it stays stunned.
back to Level 2

Preternatural Presence
4rd Level Enchantment/Charm
Casting time: 1 action
Range: Self (60ft radius)
Components: V, S
Duration: Concentration, 1 minute
You reach a realm beyond understanding and grow in presence and impact in the eyes of all those that can perceive you (includes all senses). As a bonus action you may attempt to either beguile or revolt a creature within 60 feet. The creature must make a Wisdom saving throw or be charmed or frightened by you. If they are charmed, they have a compelling feeling to approach you, and must use all of their movement to come closer to you. If they are frightened, they are so horrified by your visage that they begin to take 1d10 psychic damage at the start of their turn while they can still see you. At the end of the target's turn, they may make a Wisdom saving throw to end the effect early. If the creature can no longer perceive you or moves further than 60 feet away from you, they have advantage on this saving throw. Creatures that are immune to being frightened or charmed are immune to this spell.back to Level 4

Psychologic Cue
1st Level Charm
Casting time: 1 action
Range: 60 ft
Components: V, S
Duration: see below
Bard can use a form of hypnosis to make the target vulnerable to the next bardic magic or performance they use on them. Works only on a single target and they get a WIS save to resist the effect. If they fail, the next Bard magic or performance used on them is at max effect and they do not get a saving throw against it.
back to Level 1

Skald’s Dignity
2nd Level Charm
Casting time: 1 action
Range: self
Components: V, S
Duration: 1 minute/level
You enhancement your dignity and body, making surrounding beings lower their own standing to submit themselves without realizing it. Any living creature whose CHAR bonus is lower than yours is disadvantaged to harm you (in any way). Beings immune to charm and enchantment and mindless beings are unaffected by this charm.
back to Level 2

Song Shiver
2nd Level Enchantment
Casting time: 1 action
Range: 90
Components: V, S
Duration: see below
You target a single creature and force their body to shiver, gyrate and vibrate painfully.  They lose any actions the turn affected and take d6 HP damage.  A successful save halves the damage and the target retains either an action or movement that turn, but does not end the spell.  On the next round they must save again; if they fail, the effect continues.  If they save, then the effects of the Song Shiver end.
back to Level 2

Spread Inspiration
1st Level Enchantment
Casting time: 1 action
Range: see below
Components: V, S
Duration: see below
Bard must have previously used Bardic Inspiration on a person and it must be unused to be the target of the spell. As long as they are within sight, the Bard may designate them with this spell. Once cast, the person spreads the inspiration to up to the Bard’s CHAR bonus in friendly allies within 50 ft of them. As long as the original Bardic Inspiration is not used and the targeted person is alive, they continuously provide the inspiration every turn to anyone within range, to a number of friendly targets equal to the Bard’s CHAR bonus. This number is reduced by one each round.

Example: A bard with CHAR +4 spreads inspiration to 4 people on turn 1. One turn 2, this drops to 3 people, then 2, and so on.
back to Level 1

Twisted Tongue
1st Level Enchantment
Casting time: 1 action
Range: 120 ft
Components: V, S
Duration: concentration, up to 1 minute
One humanoid creature you target within range must make an INT saving throw. On a failed save, the creature cannot speak intelligently and its speech seems like garbled nonsense for the duration. The creature cannot cast spells with verbal components and other creatures cannot understand anything it says.
back to Level 1

Unfurling My Art
2nd Level Enchantment
Casting time: 1 action
Range: See below
Components: V,S
Duration: 1 minute
You can unite any number of creatures within your level x 10 ft around you and treat them as one, as long as they are affected by a single emotion, your performance, or a bardic magic and treat them as one for the purposes of them saving against any performance, bardic skills or bardic magic (only) you use after casting this spell. The worst saving throw, e.g., lowest bonus is used, as well as disadvantage status if applicable.
back to Level 2

Unseen Band
1st Level Conuration
Casting time: 1 action (see below)
Range: 60 ft
Components: V, S, M
Duration: concentration or 1 hour

Requires one action to cast and one additional action per instrument targeted. A maximum of the Bard's Proficiency bonus in instruments can be targeted. For each instrument selected (they must be provided, not part of the spell), the bard conjures an invisible, mindless, shapeless force that comes into existence in an unoccupied space within range. This force is incapable of doing anyting other than moving or playing an instrument. Any 1 HP of magical damage dispels it. On your turn, as a free action you can command this servant (or any numbe of them) to move or play an instrument. If it plays an instrument, it adds any of your bonuses or modifiers to their roll, as if you were the one playing. If more than one servant is playing, a single roll is made to determine how all of them play.

The unseen band can be combined with other magic that requires or functions more powerfully if more than 1 Bard or multiple instruments are used to fulfill those requirements.
back to Level 1

Uplifting Beats
1st Level Enchantment
Casting time: 1 action
Range: 30 ft
Components: V, S
Duration: concentration or 1 turn

Invigorate a willing creature with inspiration and motivation that allows them to go before the norm. Uplifted creatures can, on their next bonus action, do one of the following:

  • Anything which would ordinarily require one full action, except use spells (see below)
  • Increase their movement speed by 100%
  • Use a spell of the same or lower spell level as Surge, if the spell's cast time is 1 action and no concentration is required.
    back to Level 1