Arin

Short Rest    Long Rest
Class Level Readiness Ability To Hit Save
Rogue 8
Bard 5 Knows Spells (8) CHA (+2) +7 DC 15
Spell Slots:
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Cast Name Casting Time Duration Range More
Cantrip
Message 1 action
V S M
1 round
120 feet

Message

Transmutation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper 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.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Vicious Mockery 1 action
V
Instantaneous
60 feet

Vicious Mockery

Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

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).

(Bard)
Source: phb 285
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Bane 1 action
V S M
1 minute
Concentration
30 feet

Bane

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (a drop of blood)
Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Bard) (Cleric) (Paladin)
Source: phb 216
Cast Comprehend Languages 1 action R
V S M
1 hour
Self

Comprehend Languages

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 224
Cast Faerie Fire 1 action
V
1 minute
Concentration
60 feet

Faerie Fire

1-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

(Bard) (Druid) (Artificer (UEA))
Source: phb 239
Cast Tasha's Hideous Laughter 1 action
V S M
1 minute
Concentration
30 feet

Tasha's Hideous Laughter

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Notes: Concentration, up to 1 minute

(Bard) (Wizard)
Source: phb 280
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Magic Mouth 1 minute R
V S M
Until dispelled
30 feet

Magic Mouth

2-level Illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V S M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration: Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see that isn't being worn or carried by another creature, then speak the message, which must be 25 words or less, though it can be delivered over as long as ten minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue) the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet.

(Bard) (Wizard) (Artificer (UEA))
Source: phb 257
3rd Level check_box_outline_blank check_box_outline_blank Slots
Cast Leomund's Tiny Hut 1 minute R
V S M
8 hours
Self

Leomund's Tiny Hut

3-level Evocation (ritual)
Casting Time: 1 minute
Range: Self
Components: V S M (a small crystal bead)
Duration: 8 hours

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.

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.

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.

(Bard) (Wizard)
Source: phb 255
Cast Stinking Cloud 1 action
V S M
1 minute
Concentration
90 feet

Stinking Cloud

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute

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.

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.

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.

Notes: Concentration, up to 1 minute

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 278
  • Sub Class: College of Lore - Additional Magical Secrets: At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as Bard Spells for you but don't count against the number of Bard Spells you know.
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